April 15
Thought Process about the idea
- Player is located a simple and plain room with a door
- is there anything the player can interact with in the room? A mug on the side table, a pillow?
- Hints in the room to what the closet holds? Poster on the wall about different worlds, closed doors
- what will instigate the user to open the door
- Player opens the closet door and finds an ordinary closet
- whats inside the closet? boxes, clothes, a light bulb hanging above?
- Player enters the closet and closes the door behind them. Its dark at first but
- how would the player know to close the door while their inside
- After a few seconds of darkness, things start to appear, glowing and floating around them. The door is still visible to them, in the same place. Eerie music starts to play in the background
- What interactions are they able to do inside
- how would I limit their movement
- switching scenes and knowing when the door is closed to initiate the other world to begin
- if player opens the door again, they are back where they started in the closet, in the room
- how would I switch back to the original environment without it being too abruptly
- maybe if the user is facing the door the effects stop, if they are facing any other side it begins
Actions in VR
- interacting with the door;
- how would you grab it
- is there tilt
- how to close
- can you push it
- switching scene 1;
- detecting if the door is closed then playing scene
- switching the scene
- inside normal wardrobe;
- carrying box
- pushing box
- the other world;
- floating objects
- glowing effect
- able to push around those objects/grab/throw
- switching scene 2;
- knowing when the player is facing the door or close to it
- calming the effects of this other world, fading to black
- open the door and switching back to the room/closet scene
Inspiration
Instructional Videos
Notes
April 17
Door Struggles
Creating a door that is interactive and immersive is the first thing I looked at, I want to make a door when you can physically turn the knob then push the door. I feel like having such a move will add more onto the users experience.
as I followed the instructions of a youtube video on how to make this possible, at the end the door would work but as it opens it would open vertically. messed around with the numbers but each one would give me another way the door can rotate but never the actual right way.
seeing how much time I have spent invested in making a door work, I figured it would be best to just stick with the animation and focus on the other things in the environment.
April 22
The VR Headset keeps crashing and not connecting, so I decided on beginning to design the room instead. I want to make it modern and simple. Thinking adding a TV as well. Ill see if ill be able to add a video interface for the TV as a newsfeed playing.
still brainstorming of what could be behind the door; the main idea I’ve got so far is having the door act as a secret entryway to a superhero secret hideout/dungeon
I already included some clues alluding to a superhero persona. I feel like having something that ties these two environments together is important for a complete story that is well rounded. By changing certain objects materials I was able to accomplish putting my own touch and messages on items around the room
April 29
Tried adding light probes but it kept glitching the scene and walls &
April 30
What could I have the player do in the second environment/room if I go along with the superhero narrative.
- shooting range?
- buttons that activate something
- boxing bag
- a library
- futuristic screen, map
Two people play tested my project today, they gave me some feedback about the feel of the room and the sizing. As well as the wardrobe being too stuffy?
Began working on the hidden lair part, I wanted to include stairs that lead down, but
- creating stairs with big enough steps for teleportation makes it seem weird and unrealistic
- complicating my project too much.
May 7
Switched some things up so now “You’re an alien & you go to an alternate universe” is the direction I will take now
Think about how will the player move from scene 1 to scene 2
you find a wardrobe with a hidden door/hole? do you press something and be transported? is there a portal you walk into? how will it work
the player will look around the room for clues, explore.. does the user need to pick up something with them and place it somewhere
like a ticket to outer space?
New Storyboard
- you wake up in a room with amnesia of who (what) you are, and you start to look around the room for clues
- you find a ___________ , but you don’t think it has much importance
- you head towards the door and find yourself in a closet or storage room that is quite cluttered with suitcases
- behind all these items, you notice another door? or a small crawling space? with a hole for ________ to be placed in, and you remember your saw it in the room
- if ____________ is placed in the hole, you get transported to outer space. where you belong
Giving the user a choice in the second scene; be good & Save humanity/Earth, be evil & destroy it. Should I label these options or should it just be a surprise, having them choose unknowingly, but they won’t understand if I do that so..
things to focus on for now;
- fix closet area
- key to open door
- fix outer space environment
- add more audio
- doors are too small? you are too tall? check that
- animate door 1 to open
- UI screen
- animate drawers to open?
May 8
focus on:
- fixing the lighting in both worlds, make the items static and add light maps
- fixing the players location and figuring out how to keep the alien hands in scene 2
- why does the key fly? .. should I keep it that way?
Playtesting:
- users with no VR experience find it hard to move around
- I noticed most people will explore the room first before heading to the door
- even if they don’t they must find the key to reach the other side
- player wouldn’t notice a door behind the suitcases. are there too many? should I add a light being the door
May 10
Adding audio clips;
- sound coming from behind door #2 to draw the user there?
- a radio in the room?
- outer space scene, will the robot speak?
May 11
have an option in scene 2. What could happen in outer space, what could the user do? destroy the earth (the earth that you were on in scene 1, the room)
May 12
- edit UI screen in the beginning
- clock movement
- fix audio
- choose; can they open drawers or not (too many actions in scene 1, not enough in scene 2. focus )
- animate robot, him being static looks weird
- make the button that opens door 1 move and more obvious to spot
- put a hint in the wardrobe on a post it for the user to move the suitcases
- add more things in the room about parallel worlds
- add a way to restart scene
- add labels to the buttons in scene 2
- what is the robot doing? whats his purpose if he has any
- the rotation of the earth is due to animation, change it to a script to make it smoother
the button for destroy leads up to the earth exploding, easy. But sparing the earth.. what would happen? Nothing? what about a user playing the game for the first time, such a button would basically do nothing to them. they wouldn’t understand the context. I need visual/auditory cues that you have in fact Spared the earth.
- a glow from behind
- angelic “Ahhh” sound