Week 3

This week we have the quarter presentation on Friday. Our main goal for this week was to get prepared for presenting our general idea and what the interactions might look like to the faculties. Programming: During the quarter, we successfully presented our tech demo with one Vive tracker working in the test scene. For now,…


This week we have the quarter presentation on Friday. Our main goal for this week was to get prepared for presenting our general idea and what the interactions might look like to the faculties.

  1. Programming:
    • Enable head-tracking using a Vive tracker
  2. Art:
    • Finish the poster draft
    • Making bamboo art asset
  3. Game design:
    • Document the game idea & present it for the quarter presentation
    • Interaction draft
  4. UX and Narrative
    • Story draft & experience flow chart

Programming:

During the quarter, we successfully presented our tech demo with one Vive tracker working in the test scene.
For now, we can only detect the position of the tracker in the room without being able to detect the rotation. Therefore, sometimes it might not look very accurate.

After the quarter critique talking to faculties at ETC, we realized that the original goal — enables 2 head trackers and splits and unsplits the focus for 2 players — might be too ambitious to build with the limited time. We are the first group of people trying to integrate head trackers in the Cavern space, and it took us 3 weeks to get only 1 tracker working. Moreover, the interaction design is heavily depending on whether the technology is successful.

So, for next week’s goal, we want to make the position & rotation detection perfect for 1 player and see what we can do with the outcome.

Art:

Here’re the logo & poster drafts.

Even though for now it’s hard for us to know exactly what kinds of interactions we want to make, we are sure about the environment. Our artists made the art asset sheet including both environment and character assets.

Here is the concept art & bamboo clusters from our artist.

And for character concept, we discussed two possible verisons of panda.

Game design:

For the game design part, we documented the possible themes, untested limitation for Cavern & Tracker, gameflow & possible interactions.

User experience & Narrative design:

Before the team discussion, our UX designer started the first round of narrative brainstorming & designed the possible interaction flow chart. After the client meeting and team meeting, we decided to cut down most of the storytelling parts and try to focus more on creating a less than 10 minutes game experience.


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