I've been spending some time over the past several weeks working on a project that didn't feel like it really had much promise, in addition to just diving deeper into more work with Unity around inputs, learning a bit about networking, and actually building some totally unrelated projects in Unity that I was hoping would help mesh together some of my ideas. It turns out, it did!
Some background: About a year and a half ago, I was diagnosed with Celiac disease after a life long love of carbohydrates. While a lot of the symptoms of having eaten gluten with Celiac disease are related to gastrointestinal pain, there's also a really significant mental factor that comes into play - a "brain fog" and exhaustion that leaves me struggling to function "normally" and focus, leaving a pretty dreary outlook on how I'm feeling for a few days.
So with that, I've started narrowing down one of my prototypes, "When the World Looks Wrong", to get it working for the Gear VR. It's not really the type of application that might have far-reaching audiences, but I think that what it does do is showcases the potential for VR experiences to demonstrate how it feels to walk in someone else's shoes, whether from a medical perspective or from another direction.
Temporary menu:
I was working on some solutions for easy fade-in fade-out effects, and came up with a pretty simple solution:
1. Stick a cube in front of the camera with a black material on it 2. Attach a script to the cube that has a boolean variable to check if the scene is "loading" (fading in) 3. If it is fading in, slowly adjust the material on the box's transparency from 1 to 0
I'm going to repeat that for the fade out option, so that when you're transitioning in and out of the scene, you'll get the same effect.
Scene Prototype:
The idea that I have is for a slightly guided process through a standard, yet very dreary apartment. There will be various pods throughout the space that the user can teleport to, while a voice over will narrate what's going through the character's mind. Over the course of the experience, the room will gradually begin to get more animated, brighter, and full of life as the narrator gains more control over her thoughts.
My plan now is to spend more time finishing up the core experience, after which point I'll go back through and start curating a final asset look and feel. I'm thinking about shifting into something with a little less of a realistic look, to keep the experience more polished and less intense.
I imagine this would feel the same of anyone experiencing chronic issues, and I think there are a lot of people who would relate to this. The feeling of pain, fatigue, and thinking when will it end, and it never really does, or you only get a respire every so often. I know a few gaming journalists and even some developers who would like to hear about this project.
As a writer, I've got say that I think great writing and story will be key. I know that writing is often the last thing people consider after visuals, but really to generate intimacy there is no substitute. I am happy to give feedback on a script 🙂