When thinking of ideas for the Interactive project, the
most challenging aspect for me is the gamification. As a
game student, it was vital for me to think of an idea that
involved a game engine, or some kind of gamification aspect.
Luckily, my lecturer spent a lesson with us game students to
help us come up with ideas. I came up with the idea of an ARG,
Alternate Reality Game, where the players must solve ciphers
and use their phones, where they are encouraged to explore the
whole building, looking for clues and QR codes.
When I pitched this idea to my group, it was received
relatively well, but over the course of a few sessions
and discussions, we eventually developed the idea into
a two-person experience focused on puzzle solving. This
experience would have one player in a VR headset,
exploring a ‘whodunnit’ style crime scene, and a
player outside the VR with a briefcase full of
documents and further puzzles. Overall, I am happy
with this development, and was excited to work on a
VR game: my last project was meant to be a VR project,
but I never got around to adapting it, so I was excited
to try it this time.
Overall, my group is very good at brainstorming, and
getting work done, but it is becoming increasingly
apparent – especially as I type this, during the Easter break –
that my group definitely has an issue with communication. Due to
this factor, I often ended up having to make a lot of design choices
by myself. I chose ‘dark academia’ for the VR space and planned to
have it based on a rich person’s study or office. I began to map out
layout ideas, and sent them to my group for input.
Figure 1.0.1, Basic Room Layout
Figure 1.0.2, Basic Clues Plan
Figure 1.0.3, Anotated Plan
GAME DEVELOPMENT 2.0
Upon getting little-to-no input, I just began to plan
out clues and ideas myself. Using the design I had created,
I made a white box room in Unity to send to our 3D environment
student. I created some concept sketches, by taking screenshots
of the room at different angles, and drawing over them. Along
side the sketches, I found images on google off similar objects
to send the modelling students for reference.
Figure 2.0.1, Aerial View
Figure 2.0.2, Aerial View Concept Art
Figure 2.0.3, Alternate View
Figure 2.0.4, Alternate View Concept Art
I also began to program basic VR elements that we would need
for our game, like hand tracking, VR compatibility, and the
ability to pick up items. Currently, the ‘hands’ are just
rectangles without models; however I plan to replace them with
assets from the asset store.
Figure 2.0.5, VR hands programming
Figure 2.0.6, VR hands
Despite their basic appearance, the hands are fully functional
for tracking, and I have programmed them to pick up objects.
Currently, there are three grabbable objects in the scene,
but these will later be switched out for clues or key items:
Figure 2.0.7, Grabbable Objects
Figure 2.0.8 Grabbable Objects Early Test
Figure 2.0.9 Grabbable Objects in Engine
PITCH 3.0
During the pitch, the lecturers really liked our idea and
progress. They said that we would be able to complete it,
and that it was a great idea, the feedback was all very
positive, except for some constructive criticism on the logo,
but all my work on the game, and planning so far was solid.
In fact, the lecturers highly encouraged us to take the game
even further, continuing work on it after the project, and
even taking it to industry! Overall, this was the most well-received
presentation I have done yet!
Knowing that my group tended to not be the best at keeping up
communication during breaks or off time- I made sure that most
of my work was completed during the build up to this presentation-
the headset was tracked by the camera, the hands worked, objects
could be grabbed, the only thing I had left to figure out was the
movement. The development lecturer actually offered to help my
group because we didn’t have a developer student: he said he
would work with us to set up some code to make our VR game
ompatible with a treadmill machine, so the player could actually
walk around the room, which was pretty exciting.
In the last session I had with my group before the break, I
got a whiteboard and tried to plan out all the clues in consecutive
order. We were able to map out a timeline for the order of clues,
with each interconnecting with the last. We had most planned out,
except one or two clues, so I specifically reminded everyone to
not let communication falter during the three week break- warning
them about my first project where everyone struggled because barely
anyone was supporting one another. Unfortunately, this message did
not seem to stick.
THREE WEEK PREPARATION 4.0
With most of the groundwork already laid, I
began to try to try and figure out the movement
system. I consulted lecturers back and forth,
but despite my best efforts, I couldn’t seem to
wrap my head around it. I wasted a lot of time
attempting this style of movement, so instead I
eventually decided to opt for a point-and-click
style of movement. I also continued to improve
the mechanics of the game, following a guide that
a lecture on VR development that I had been given.
These improvements included the ability to be able to pick
up objects from further away, and be guided by a laser pointer
from the hand.
Figure 4.0.1 Laser Pointer Test
I edited a few things, like the distance of grabbing,
I changed it to 10 rather than 30 for a slightly more
realistic feel, and changed the hand of preference to
left instead of right: I personally am right handed,
but the right controller of the oculus I was borrowing
had run out of charge, and I wasn’t sure which batteries
it took (or how to open it) so I worked with just the
left one during the game dev.
I also began to work on the teleportation system.
This was a relief after trying to get the treadmill
to work for so long, and it was surprisingly easy
when following the guide. I was able to add in the
teleportation relatively quickly, and added a few
areas around the room
Figure 4.0.2 Teleportation Test
Currently, I am still waiting for 3D assets to be sent, with two
days left of the three-week break. I’m a bit sceptical that I will
receive them in time, but luckily it hasn’t interfered with my work
much. Because of the delays in production and lack of contact, I’m
a little worried that a co-op project, so heavily focussed on puzzles
and interconnected puzzles, might fall apart without everyone willing
to participate, but I have done the best I can on my end, all I can do
now is hope for the best.
FINAL TWO WEEKS 4.1
Since being back, I have had a group meeting, and am feeling
a bit more optimistic. In this group meeting, I once again got
a whiteboard and began trying to map out the progression, clue-to-clue,
and this time my group were a lot more involved and enthusiastic. During
this two-hour session, we were able to map the puzzles, start to finish,
so that everyone would know what they had to. This felt like a big achievement,
as it finally felt like everyone was on the same page.
Most of my work currently has been research and planning for the
puzzles, I am still, however, waiting for the same 3D models that
I was before. I am trying to not let it hinder the game though, as
I have begun to experiment with lighting in the engine anyway. I
can alter the models once the room is modelled anyway, but it will
give me a head start to begin to make the game look better.
Figure 4.1.1, Lit Room 1
Figure 4.1.2, Lit Room 2
I think the orange/ warm lighting will go well with the dark
academia setting and will really give an appearance of evening
light. I add pictures of the finished room when it has all the
models implemented.
MODEL IMPLIMENTATION 4.2
I was eventually able to implement most
of the models that I needed for the room;
I am still waiting on a few, but this is
the progress of the room:
Figure 4.2.1, Modelled Room Pic 1
Figure 4.2.2, Modelled Room Pic 2
Figure 4.2.3, Modelled Room Pic 3
Figure 4.2.4, Modelled Room Pic 4
I think the room looks great with all the models.
I ended up altering the lighting slightly to make
it work better with the assets, and overall, I think
it captures the aesthetic and ‘feel’ that we were
going for very well.
The models that I am waiting on are actually not
aesthetic ones, they’re models that are related
to the puzzles: I am a little bit worried about
them bring late, as I really want the project to
be fully playable by Transmedia, which is under a
week away.
This portfolio is due before Transmedia, so I will
be unable to reflect here on any successes or failures,
but I am hoping for the best.
As we get into the final stretch of the project,
we are polishing and finalising puzzles and layouts
for worksheets: here is the planning work I’ve created
during the process:
Finally, here is a video of the VR room with most of the assets implemented:
Figure 4.2.8 Mostly Finished Room
CONCLUSION 5.0
It’s difficult to reflect on an experience that hasn’t happened yet,
but I have high hopes for Transmedia. If all the models are delivered
on time, everything should run smoothly, which is what I’m hoping for.
This project has been one of the better ones: I’ve learned a lot of new
skills and have created a pretty much finished final product – something
I haven’t been able to do for the others.
In time for Transmedia, I am going to create
ome posters and promotional material to draw
people to our stand, but I will not have time
to upload it here, as this is due on Monday.
Overall, Book & Pen was a good experience, and I enjoyed it a lot more
than some of my other projects.