Game Development
Development
Stage 1:
The first stage of development consisted of brainstorming the mechanics we would need for our game as well as the scene and laying it out and assembling it, this part is crucial within the project as it will be what the users will first experience when entering the Virtual Reality environment.
Stage 2
After through research we established what assets we would be using and promptly set out to create the scene within Unity, as the next stage after this would be implementing the mechanics of the game.
After this stage of development I imported the SteamVR camera rig to ensure that our project was VR ready.
Stage 3
The next stage of the project would consist of implementing locomotion in order to make the scene explorable within virtual reality without the constraints of teleportation. This stage of the project was a obstacle that had to be overcome, after researching a variety of different types of locomotion scripts and assets that have been created for Virtual Reality, such as RIPMotion or VR Locomotion Esentails from the asset store, however after getting into contact with the developer of the RIPMotion locomotion, I soon discovered that I would need to implement something similar however at current the aims of the project are to incorporate the leap motion within the project and remove controller input.
After finding the ArmSwinger script for VR this would fit perfectly for what we are trying to achieve, I simply attached the script to the SteamVR Camera Rig, and tweaked the settings to my needs.
This has solved the issue of locomotion within our unity scene, the next stage of the project I will seek to explore ways of using the leap motion within Unity.
Stage 4:
After implementing the locomotion into the unity scene, I set out to create a more immersive environment to help establish the users goals when playing the game. I opened up Photoshop and created a graphic which I would apply to a texture within Unity, the purpose of the graphic would act as a notice board and a map of the environment to help the user navigate it better.
I took inspiration from the below image, however adapted to fit our users needs:

My Photoshop Canvas:
I then implemented this into the scene by creating a 3D Cube and attaching my material and texture to the object.
Update 10.04.2018:
The notice board created need some amendments due to the fact that we have changed the concept of our game slightly, so I edited this texture within Photoshop and promptly re-uploaded.
We also had to figure out a way to establish a game mechanism that would allow us to collect points and make a system for scoring points as well as create a narration to follow the brief.
In order to achieve this, I found the asset 'Narrate' from the asset store and promptly set out to create our zones and define them with narration.
We also incorporated voice narration, this was done by Alys and myself in order to give our audience two ways to engage with the story.
From the above screenshot, you can see that each orb is defined as zones which trigger the narration of the game.
And after all the Bees are collected the game is completed.
In order to make the aesthetics of our game look better and fit into our narrative, assets and textures had to be created in order to better tell the story. These include the notice board and recently created beehive.
The next stage of the project would consist of implementing locomotion in order to make the scene explorable within virtual reality without the constraints of teleportation. This stage of the project was a obstacle that had to be overcome, after researching a variety of different types of locomotion scripts and assets that have been created for Virtual Reality, such as RIPMotion or VR Locomotion Esentails from the asset store, however after getting into contact with the developer of the RIPMotion locomotion, I soon discovered that I would need to implement something similar however at current the aims of the project are to incorporate the leap motion within the project and remove controller input.
After finding the ArmSwinger script for VR this would fit perfectly for what we are trying to achieve, I simply attached the script to the SteamVR Camera Rig, and tweaked the settings to my needs.
This has solved the issue of locomotion within our unity scene, the next stage of the project I will seek to explore ways of using the leap motion within Unity.
Stage 4:
After implementing the locomotion into the unity scene, I set out to create a more immersive environment to help establish the users goals when playing the game. I opened up Photoshop and created a graphic which I would apply to a texture within Unity, the purpose of the graphic would act as a notice board and a map of the environment to help the user navigate it better.
I took inspiration from the below image, however adapted to fit our users needs:

My Photoshop Canvas:
I then implemented this into the scene by creating a 3D Cube and attaching my material and texture to the object.
Update 10.04.2018:
The notice board created need some amendments due to the fact that we have changed the concept of our game slightly, so I edited this texture within Photoshop and promptly re-uploaded.
We also had to figure out a way to establish a game mechanism that would allow us to collect points and make a system for scoring points as well as create a narration to follow the brief.
In order to achieve this, I found the asset 'Narrate' from the asset store and promptly set out to create our zones and define them with narration.
We also incorporated voice narration, this was done by Alys and myself in order to give our audience two ways to engage with the story.
From the above screenshot, you can see that each orb is defined as zones which trigger the narration of the game.
And after all the Bees are collected the game is completed.
In order to make the aesthetics of our game look better and fit into our narrative, assets and textures had to be created in order to better tell the story. These include the notice board and recently created beehive.










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