For my second project, I decided to attach a sword to the AR camera in order to enhance the navigation process for the player. I thought it will bring the experience closer to a quest-style game. In order to navigate the environment, the user can walk around and explore the castle.
Interaction:
As for the interactions, I am attempting to install a particle system that indicates to the player that they should touch the treasure chest inside the castle, because I intend on having the special “teas” or potions to appear upon impact (signaling that the player achieved the final quest). Prior to getting to the treasure chest, however, the player has to kill the two trolls stationed in front of the castle. The trolls will disappear upon impact, as well as produce a monster groan as part of the feedback.
Concept/Narrative: A character wakes up in a village, unaware that they are in purgatory or that they have died. The character then talks to some villagers, and decides to go on a quest to different places in that world in order to unlock clues about their death. The user will have to defeat monsters or perform certain tasks in order to reveal the clue.
Inspiration: We drew inspiration for the idea from a wide range of resources. I was personally interested in how different cultures perceive the afterlife and/or purgatory and wanted to explore depictions of that in our environment. We also found parallels with the video game Final Fantasy and it’s construction of worlds in a light vs. dark theme.
Environment: The world will be spherical and suspended in the air. Attached to it are 3 or 4 other smaller globes which are connected to the mainland with wooden bridges. The world will include a village and forest in a low poly style, and will be populated with some villagers, and monsters that will inhabit the smaller spheres connected to the main world.
Character(s): Main player, villagers, monsters, guide
02/05 – User test and final screenshots from the app.
User test video:
Based on the user test, there were some issues with the consistency of the elements as some of the spiders and beetles weren’t functioning properly. The user liked the use of the hotspots and stated that it made their navigation easier and more interesting. There was also one interaction that the user couldn’t get to because they kept losing, which is turning wrath into a flower.
Turning wrath into a flower
29/04 – My main focus after completing the interactions (adding all the layers, tags, box colliders and rigid bodies) was to code the final interaction that will move the user to the next level. The final interaction was the wrath monster that is placed at the end of the level surrounded by smaller insect monsters that are protecting him by attacking the user. I didn’t want the interaction to just be killing the monster or making him disappear. So I thought why not turn the monster in to a flower? If the user made it this far into the level, that means that they succeeded at not becoming too wrathful, thus getting a flower instead of a monster seemed like a nice symbol for rewarding victory.
The code that turns the monster into a flower
Also, there were two last minute additions I made to the world. One of them was the little flames made with a particle system, that are placed everywhere around the islands, in order to make the user’s experience a bit harder. The flames are also draggable, so from a safe distance the user can click on them and drag them away from the path.
The second addition was a little sign at the beginning of the scene:
26/04 – I began populating the world with the monsters, and I also decided on my hotspots. The hotspots are meant to make the navigation of the world a bit easier and faster, since walking through it takes a lot of time. We added code that would make the user able to click on a hotspot and be transported to the nearest one. I wanted the hotspot to be within my theme for the sake of consistency, so I decided on using a glowing fire crystal.
Fire Crystal Hotspot
Spider +1 damage
Dragon +2 damage
The final world with all the assets:
19/04 – This week I focused on finalizing the layout of my level, by constructing the final island and settling on the assets and interactions. My scene consists of three main islands that the user is able to walk on. I wanted to have three levels within my level in some way, so I plan on using different assets on each island. For example, the first one is smaller so I want to populate it with spiders that attack the user and make it harder to pass through the bridge. For the second island, I plan to throw in some dragons that are either flying up and down to attack the user, or on the ground walking around. For the final island, that’s where I will have the wrath monster that I found on SketchFab, and this is the final interaction that the user has to do before moving on to the next level.
There was also the opening scene that will appear on all of our screens when the user moves to each of our levels, and we used a scene list to include the hierarchy of all the scenes. The first level is Wrath, then it will move to Gluttony then to Greed. We also coded the transition between scenes and added it to the AR camera.
Level 1 Screen
We also all started adapting Alyazia’s health system into our levels to ensure that there is consistency for the entire game and used or statements so that the system applies to all of our scenes. We also decided to give the user 8 hearts in total, since there are a lot of interactions, and we kept losing when we only had 4 heart in the beginning :p
12/04 – I started building my level after choosing the theme of “Wrath”. I initially just started testing out the assets, as well as collecting more assets depending on what monsters and and elements I wanted to have the user interact with. i went on SketchFab and searched for models of monsters like dragons and spiders, and the reason behind that is the fact that I began to think what would suit the theme of Wrath. I reached the conclusion that I should include things that personally make me angry
06/04 – We started a Unity project and decided to use Unity Collab in order to collaborate more easily. We then began looking for assets that would help us create out world according to our vision for the aesthetics. We found great low poly style assets and added them to the project file, and found cool monsters on SketchFab that we could use to portray the sins. The monsters were monochrome, which we though was great as we could customize the material for each one according to what looks better with out theme.
Fig.(1): Gluttony monster
Fig.(2): Wrath monster
30/03 – Sketched out our visualization of the world in order to make it easier for planning the project in Unity. Made a mood-board combining different elements and/or aesthetics we would like our project to contain. Discussed character POV, and scripting elements for the project. Made presentation to pitch idea to the class.
29/03 – Our group discussed all the ideas we had for project 3, and while it was very difficult to narrow it down to one concept to make it more focused, we managed to settle on the overall narrative and aesthetic of the world. We initially wanted to create a world depicting different versions of the afterlife, and to an extent that is still the case. Hence, we decided to go in the direction of creating am environment where the user is in limbo, or purgatory, and are unaware of their own death. We also decided to go for a low poly style, and started looking into making assets in that aesthetic, as well as finding them in the asset store.
The city which stood out the most to me was the city of Fedora. Besides the name that reminded me of the hat, Fedora had such an interesting and abstract approach to the construction of cities and desire. It was stated that the city takes on many forms based on historical “what-ifs” and this reminded me of the alternate timeline concept in the Black Mirror episode “Bandersnatch”. In a way, the alternate timeline concept is something that I relate to every city I’ve lived in, and in the case of Abu Dhabi I was thinking of how the smallest histroical detail could have changed how the city is constructed otday (i.e. if they never discovered oil). The city wasn’t particularly described in vivid detail, but was explained in a more abstract way, as inhabitants of the city can visit the metal building with the crystal globes and “choose the city that corresponds to his desires”. This can easily translate into a virtual environment through narrative, RPG games, virtual reality experiences, etc. I would be very invested in creating a virtual environment based on the choices that users make, and have different scenarios ready depending on these choices.
Time plays an important role in the construction of Fedora as a city, and in many ways the city depends on the passage and abstraction of time. I’ve always been fascinated by how timelines and reality could be altered by the slightest changes. The storyteller conveys that the city is a gray metropolis, but mentions that due to different choices people made over time, and how due to these choices the Medusa pond dried up, and elephants are banished from the city.
“Looking into each globe, you see a blue city, the model of a different Fedora. These are the forms the city could have taken if, for one reason or another, it had not become what we today”.
It was interesting to me how the author approached the notion of agency in games or immersive environments; stating that the more realized these environments are, the “more active we want to be within [them]”. This made me think of the games I’ve played in my childhood vs. the games that I’ve played recently, and the ways in which they are different and similar. I remember that growing up, playing quest-oriented games such as Crash Bandicoot and fighting games such as Tekken, the purpose and orientation of these games were very clear – and although very enticing the games didn’t offer much agency beyond beating your opponent or moving on to the next level. However, as time passed and games became more active and immersive, the player could find themself situated in worlds where they are free to ignore the main quest for a while. This concept reminded me of the anime Sword Art Online; where players (after being trapped in a video game) decide to live exploring and settling in the territories within the environment. It’s fascinating to imagine that this (on some level) could be possible, and players can have completely different and lives and personas within these immersive environments.
The potential of the labyrinth as a participatory narrative form would seem to lie somewhere between the two, in stories that are goal driven enough to guide navigation but open-ended enough to allow free exploration and that display a satisfying dramatic structure no matter how the interactor chooses to traverse the space.
Janet Murray
Although most of immersive environments and games nowadays follow a linear trajectory, some give the player the impression that they have more agency in shaping their experience. Speaking to this, I found interesting points in Giving Shape to Anxiety, where Murray states that “The multithreaded web story achieves coherent dramatic form by shaping our terror into a pattern of exploration and discovery”. I feel like this is what attracts users to most modern RPGs and immersive environments – because beyond the main purpose of the narrative and what the player is meant to achieve, they are given the ability/agency to explore the terrain and immerse themselves further into the experience. This is seen in games like Legend of Zelda, Fallout and even Grand Theft Auto (GTA), where the player can walk around for as long as they want to just explore the environment. Notions of agency and ‘orienteering’ were definitely not on my mind when I would drive my car into the ocean in GTA, just to see if I would die.
For Project 2, I’m thinking of tweaking the concept and orientation of the world a little bit. The aesthetics will largely remain the same, I’m just thinking of focusing on one layer on the world, rather than trying to incorporate all three levels that were in my original concept for the project. This will help in making the project more focused, and will facilitate an easier interaction for the audience.
I am also considering making the environment a little darker, shed more focus on the castle in the middle and give the world more of a quest vibe. I mainly want to achieve this atmosphere through adding relevant sounds/music, as well as changing the lighting and ambience of the environment.
Navigations:
The user can move and interact with the environment through walking around, in addition to looking up to see the sky and clouds. If there is time, I would love to figure out movement through flying on a dragon, although I’m not entirely sure how to achieve that.
Interactions:
Interaction 1 – Lowering the lever of the castle gate, in order to open it. This interaction will be accompanied by creaking and groaning sounds as the lever is pulled and the castle gate opens; which will add the to the atmosphere of the environment. After lowering the gate, the player can enter the castle and explore the treasure, as well as collect the rarest teas/jewels there.
Interaction 2 – Collecting and brewing the different types of tea, and this simply acts as increasing the inventory and health points of the player.
Interaction 3 – Fighting the ogres stationed outisde the castle gates. Not sure how I can do this (maybe set a timer), but it would be interesting if the ogres and player can engage in a small swordfight before the palyer advances into the castle. This would be accompanied by the sounds of swords clanking and ogres groaning.
What drew me the most to this chapter on ‘Immersion’, is the active and continuous creation of belief, and how the participant must always participate in the “willing suspension of disbelief”. On. deeper level users are not only suspending disbelief, but they are constantly creating it and reinforcing the reality of the entire experience. We tend to consume different forms of media in a very similar way, and digital environments are no different; as we often apply our own experiences to the world we are digitally inhabiting.
We bring our own cognitive, cultural, and psychological templates to every story as we assess the characters and anticipate the way the story is likely to go.
Janet Murray
Another method used in fictional worlds that is meant to actively create belief, is the construction of worlds and narratives with vivid details and intricacies. This is meant to help participants in said worlds to further immerse themselves in the narrative, due to the fact that there are many elements to keep track of. This is also a system of participation and reward; as the user’s attention to detail is rewarded with a consistency of imagination and world building. It is quite interesting to observe how these participatory environments immerse their users and help them bring life to imaginary narratives and objects.