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Atomic Vacation Update

DrSzilak
Expert Protege
My collaborator Cyril who will be designing this in Unity, hit the tutorials and thinks it is "daunting" but doable. He reviewed the Game Design document (bless him) and did not quit (bless him again.) I spent this week cutting out little paper objects, putting them in scenes, and photographing them for a storyboard.  I am really keen on the aesthetic I'm developing which I want to be a mix of obviously 2D photographs and 3D objects. I would love to use photos of 1950s rooms as literal wallpaper/texture in a polygonal room and make objects in the room 3D and realistic maybe with 3D scanning actual objects. This gets more expensive, because I have to buy the actual things to scan, but these could then become part of an actual art installation later on.... Playing with dimensions, scale, are important to generate the uncanny relationship to space that I am looking for. 


Here is the link. http://https//www.dropbox.com/s/sa0ik3s2wzqp4on/Atomic%20Vacation%20Scene%201.key.zip?dl=0  

A couple of questions remain that I will need to get feedback on---

1. How much pre-game instruction is necessary? How to present this-as a short summary of the setup and instructions? How does this change the experience?
I don't want to confuse user, but I gradually want the user to get the story that this is a message from the future and something apocalyptic has happened on Earth. (The GIF of the A-bomb at the beginning is pretty clear foreshadowing??) Also, the machine-human conundrum--eventually, the user will figure out she is a robot, but until then, she seems like a strange and oddly mature child.

Right now,  in the beginning of the story, the user gets this information: 
a little girl/machine voice telling/"accusing" the user of "dwelling like tourists" on the Earth. A description of the Turing test taken from Turing's actual paper and if the user chooses to play, thirty minutes to convince the girl of her/his identity. I do have an instruction book in the scene, but it needs to be "in character" or it will break  immersion. 


2. I am time-limiting the interaction to thirty minutes, then the player moves to the next level.
Cyril is not so sure about this. But, in all my storytelling, I present an excess of information and user choice decides the kind of story  that they get--no one, except the very neurotic, would access the entirety of the story. In my storyboard, only the beginning and end are sequenced for the user, the rest of the time it is up to the user to explore the room as she wishes.  

3. User is mostly free to access data in the room as she wants. Is this too easy? Does there need to be a challenge other than processing at times very difficult information? 

This is not really a puzzle game until the next level where the word/thought puzzles start. I realize that in Don't Touch Anything, the puzzles are so hard, and one is so intent on finding keys and codes that the story is utterly lost (if there is one?). Atomic Vacation is really about story. 


4. How can I connect the "mind map" of the online experience to this and yet make both online and VR useable and satisfying on their own?  Or do I connect them so that in order to "win" the game the user must actually access both??I am thinking that allowing users to photograph "vacation snapshots" while in the game would be one way. These could then be accessed later or archived with sign in information. How have people seen photo function used in VR? You can use it in Land's End, but I'm not sure why anyone would do this. However, you might here because this would allow you to "map" onto the mind map, so that eventually, you can orient yourself in the last landscape and find the rainbow teardrops in the online version since these are buried in even more information. 

5.  Should this be more self reflexively interactive? I don't want to confuse the user with too many goals. The goal of the first scene is basically to use the time to get the story. I think maybe I have to be more proactive in getting user to think about what it means to be human. One idea, is to have timed questions appear in front of the user--in the manner of old quiz shows with a big question mark and the "beat the clock" clock, spinning, and cheesy/weird game show music soundtrack that I'd manipulate. These questions might be. If the world, ended tomorrow, what image would you preserve for the future? I could give three choices. (all kind of equally absurd in the face of apocalypse). 


Goals: next two weeks
1) I will record Shizuku voiceovers using text edit.
2) I will finalize the scripts and put out the call for Japanese-American actresses on Craig's list so we can start video taping and have these ready by end of August. 
3) I will decide on scheme for adding information to landscape for online mind map. Right now, I like Cesium because it is open source and Javascript. I can also avoid apps (Google Earth) which although sexy limit user access and have  limited shelf life without constant revision. 
4) Discuss goal of limited demo for Launchpad with Cyril. If we agree on 3d scanning. I will start to work on test objects for this. 


5 REPLIES 5

Anonymous
Not applicable
I have photo snapping in my game I'm making, and that's pretty straight forward to do in Unity, but I also looked into snapping 360 pictures and I don't think it's there yet for Gear VR at least, some other options might exist for other VR platforms with more power.
The reason for taking pictures in my game is that you find items that are required to take pictures, so there is a very specific goal for the picture taking. Instead of taking pictures too, you can just have an interactive spot that they just interact with instead of lining up a shot to take a pic, and then have a premade photo in the space they are in that you can give it a nice composition for them instead. This is what the game 'Life is Strange' did and boy did I enjoy that.

erica_layton
Expert Protege

MissFacetious said:
... I also looked into snapping 360 pictures and I don't think it's there yet for Gear VR at least, some other options might exist for other VR platforms with more power.. 


The VRchive guys are working on a solution for this, but looks like it's not readily available yet:
https://vrchive.com/eyeshot/
(lots of 'lorem ipsums' there...)
Here's the home page: https://vrchive.com/all

Just gave them a poke on Twitter -- maybe they have beta access, or something.

cybereality
Grand Champion
You can take 360 screenshots with Unity or Unreal using the Oculus SDK.
https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-cubemap/
https://developer3.oculus.com/documentation/game-engines/latest/concepts/unreal-hmd/
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erica_layton
Expert Protege
For the sake of variety-- VRchive folks just gave me this link for their plugin:  https://www.assetstore.unity3d.com/en/#!/content/38755
It says it can do stereoscopic capture as well as regular 360º, which is interesting...I guess that would only be viewable in VR?

(Heeey wait a sec....eVRydayVR.... omg, this plugin was created by the amazing D Coetzee!)

Anonymous
Not applicable
Yeah, I've been able to to take 360 screens and video on the PC, but talking about on the Gear VR itself, no luck. Not sure on tech spec being sufficient, since it chugs on my PC when taking video 🙂
I can't tell but I assume you can only use the screen capture in Unity/Unreal on your PC, not the Gear VR in app. Gameplay would be so fun taking 360 screenshots around our environments!
Really happy to use the Video capture (at 1024x1024) and the screenshot in the configuration options on the universal menu though!