Week 4

Feedback from the quarter: Plan for ½ presentation:  Tech: On Friday, we successfully implemented the technique that players wearing the 3D glasses will be able to move around the “floating object” and see the object from other angles. Game design: Our designers wrote a document for the rough design idea. The main characters (players) will…


Feedback from the quarter:

  1. Most people feel comfortable walking in the Cavern & interacting with the objects.
  2. The walkaround proves that people enjoy trying to “touch” the objects by physically walking closer to them. 
  3. The clipping kills the immersiveness (the player can only see parts of the bamboo and can clearly see the edges of the screen.)
  4. We should keep the moving distance in Unity consistent with the real world.
  5. Concern: It is too ambitious to create a 2-player head-tracking game. 

Plan for ½ presentation: 

  1. Tech part: we are going to design the single-player interactions perfectly, including accurate rotation tracking and moving distance.
  2. Art aspect: we will block out the basic environment & finish creating the models to test.
  3. Game design:
    1. since we will only have single-player for the first half of the semester, we will be focusing on designing the minimum gameplay and trying to integrate more interactions for 2 players during the second half of the semester. 
    2. We will settle down with a game concept before ½. 
    3. We will make a playable prototype including basic interactions and environment for ½.

Tech:

On Friday, we successfully implemented the technique that players wearing the 3D glasses will be able to move around the “floating object” and see the object from other angles.

Game design:

Our designers wrote a document for the rough design idea. The main characters (players) will be the moles now. Because of the height limitation of the Cavern screen, if we use the tall objects as the main interactable objects, they will be clipped and it kills the immersive for our audience. 

Therefore, in order to solve this issue, we want to make the players embody shorter characters so that the interactable objects can be short as well. 

The interactable objects for moles that we are thinking of are mushrooms, flowers, and berries.

Art:

Based on the current game design, we have already started creating some of the basic assets.

And here’s the 2nd draft of the poster.


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