08-21-2018 06:43 PM
08-26-2018 06:54 PM
Image: The name and logo we have created to best describe the socio-educational WebVR framework we are working on.
This week has been fine-tuning the back-end, creating a name a logo we can come together on, and ruminating on how best to showcase the various platform functionalities for our September prototype deadline.
So far we the team has been doing a wonderful job of cleaning up the back-end and front-end administrative pages to more production-level qualities while I sketch out the general ideas, model some sample "worlds", describe the focus of this project, and ultimately decide what the "MVP (Minimum Viable Prototype)" we should showcase to Oculus to inspire further support.
This week has included a great deal of thought as we hash out a clearer and "more marketable" direction for this project. We have been fine-tuning the back-end so that worlds are much easier to create and upload to the system, working on better styling of the administrative pages, and the "story1" team has also gathered materials to start mocking up 3D worlds.
I have been focusing personally on some additions to the "campfire hub" we have, adding in locomotion for all devices, and coming up with the name and logo shown at the beginning of this post. After several iterations and some great feedback from the team we have settled on "circles" with an accompanying circular logo.
I wanted to try and get away from more "technology-driven" terminology and instead focus on the motivation of this project, rather than the technology used to create it. I felt that "circles" evokes organic shapes that could also describe our journeys through this world as non-linear and cyclical (like learning!), capable of overlapping with others to form higher-order shapes such as a "sphere" or "basket". The logo itself is also restless, creating a mysterious energy which I think works well within a powerful and exploratory VR context.
My objective is to now start concretely getting content in so that we can have a solid prototype to send to Oculus at the end of September. I think the ideas are mostly formed and the base technologies mostly implemented; but now everything requires combing everything together, modelling more content, testing, and prototyping. I understand that the prototype need not be perfect but it will have to show great potential, that inspires confidence in its completion. "Story1" will be a focus but I will also be exploring an additional world set we can bring in to showcase a larger breadth of work - a "Story2" - what that is, I am still torn on: astrophysicsor Canadian history? Due to my wonderful wife's opinion I am leaning towards the latter ...
"Music brings people together. So my function in anything I do
is to help bring people closer in"
- Gord Downie
08-26-2018 07:04 PM
08-26-2018 08:00 PM
VR Sea Legs - Week 8
Status:
We continued working on the Seaside Town level, and to give it a bit more life we added some textures. We reviewed and added our script for the voiceover lines, and on Saturday I recorded my good friend and amazing vocal talent Maureen Honoré. Here’s a bit of the intro and a couple work in progress screenshots.
https://soundcloud.com/user-847858955-164303602/vr-sealegs-game-intro
Our first communication with the player!
First unlock of the bonus levels!
Content Unlock:
This week we open up a bonus area called Deep Dive!. This is where the user will learn how to swim. At its core, the swimming movement is just a slower form of basic flight. So why would we add a bonus level on the same topic of flight? Because the environment makes a huge difference when dealing with simulated motion. Flying in space feels categorically different than swimming in water.
One of the big differences is that Deep Dive! puts you in the ocean, and this allows us to define a horizon line. In the First Flight level, you play in space with no horizon line. When players see the horizon line, it shows them which way is down, and it allows them to orient themselves more quickly. In air, this can trigger visual height intolerance - this is far more common in people then acrophobia (the fear of heights).
Swimming completely changes the player’s perspective, and eliminates the discomfort. People swimming know they can’t fall to their death.
Part of our methodology in choosing different art styles for each of the movement systems is that expands the player’s palate of experience. Learning those systems in new art styles expands the player’s tolerance for a variety of environments as well. We’re hopeful that this combination will create a quicker adoption of ease in movement in VR.
08-26-2018 08:07 PM
This week flew by fast. I worked on the narrative script
with my partner and then I recorded some voiceover narration for the first
couple of scenes. I also recorded some sound effects for use in the first
couple of scenes. For what I couldn’t record myself, I used soundbible.com and
freesound.org – both have A LOT of sounds to choose and almost all of them can
be used under the Creative Commons licensing.
My partner continued to work on animating the characters for
the Basement scene. He also animated a cat and I textured the cat to look like
my childhood pet, Simba. Simba was a huge part of my childhood and I’m glad he
is going to be in one of the memories.
The father and daughter have been added to the Basement
scene so we could see what they looked like with some of their animations. I just
need to finish texturing them next week and they should be good to go. Next week
will be some finalization tweaks to the existing scenes and adding a little more
polish for the mid-point prototype.
08-26-2018 10:09 PM
08-26-2018 10:17 PM
08-26-2018 10:51 PM
08-26-2018 11:21 PM
08-26-2018 11:41 PM
Dev Blog 8
Retreat
Our AI is working!! And by working I mean the AI behaviors and model animations are synched up and shooting at the right targets, which is for me very exciting since I haven’t worked much with AI up until this point. The Tactical AI asset does the lions share of the work, but never the less it’s a proud moment for me ^_^
I’m not done with the AI yet though. Right now my agents are doing a default random patrol type of behavior pattern and I want something more targeted and sneaky. I don’t think it’ll take too much messing around to get them behaving the right way but we’ll see how this week goes.
Mike’s still working on our Gaia terrain. After some experimentation we decided to forgo the Mobile/VR quality preset and in favor of the Desktop preset. The former was just too overtly polygonal and low detail for what we want and the Rift is way capable of heavier lifting. We are however not going to use grass or wind on this setting since all of the added polygons and shifting pixels overtax the Rift (... or so it seems, I always assumed that when things in the distance look glittery that means the Rift is struggling to display all of the things rendered in the scene and it’s time to take some things out).
One task I’ve been putting off is getting our hand models to synch up with the Touch controllers, but with some VRTK advice from Clorama I think I can make it happen this week *fingers crossed*
08-27-2018 12:15 AM