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Showing posts with the label Design/Implementation Point

Design Point - VR Locomotion

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As our game takes place within a house we needed to develop a locomotion (movement) system that allowed the player to move around the house freely, in order to complete the various tasks within the game. One of our main challenges was developing a movement system that achieved two main objectives: The player must be able to move intuitively through the environment The movement must not make the player feel motion sick, which is a common problem that can occur with VR Motion.  Teleporting Our initial idea was to implement a teleportation based movement system that moved the player from one point to another, this locomotion method has been used in many VR games such as Budget Cuts, The Lab and most recently Half Life: Alyx.  VR Teleportation  - from Budget Cuts This system bypasses most peoples feeling of motion sickness because they are not moving through the world. However, we felt that this system would not work well with our game because the player mig...

Design Point - Shader Effect

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One of the main feedback points that we received from both fellow students and lecturers from our initial presentation was that the lighting that we had used to demonstrate the concept was too harsh and "flashy". This can be seen in the video below: When looking for a better method to create a way for the player to see the world we looked at different shaders that we could use. These included the effect used in the game Scanner Sombre, a game where the player must scan the world to be able to see, as well as echos from The Division, which show events that happened in the past through a graph of dots. The Effect used in Scanner Sombre. The player scans the environment which reveals different structures in the environment Echoes effect used in the Division. These are shown when the player gets within a given range and are accompanied by an audio log to tell a story. While the effects work well in their respective games, we foresaw that these effects, which rely ...

Design Point - Sound Recording

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As sound, and it's interaction with the game world, is a large part of the game we made the decision that we wanted to record our own sounds rather than relying on an internet sound library. This allowed us to create bespoke sounds that worked with the nature of our game. To enable this we enlisted the help of our friend from Flim Production, who was able to hire out professional sound equipment and had the knowledge to operate it. Preparing the Sound Recording Equipment Prior to our recording session, we created a list of sounds that we required: Alarm clock: Ringing, turn off, throw/smash on the ground. Drawers opening: / closing Cupboard Door Open / Close Wardrobe: opening/closing Light switch: on / off Door: opening/closing, locking / unlocking Walking sounds: wood walk Objects: Hitting Surfaces, breaking porcelain Tap on/of Shower On/Off/Shower Running Sound Clothes Rustling Fridge Open/Close/Running (Humming Sound) Toaster Push Down/Pop Up Kettle...