Skip to main content

Storyboard and Physical Layout

I finished up on some graphical elements for the user interaction specification component of the proposal due this coming Friday. This includes the storyboard panels and the physical layout diagram.

As I was researching Oculus Rift physical setups, I had to determine how many sensors we would need for our game. I believe that 2 sensors will be sufficient, since we do not need a true 360 degrees experience as the Builder player will primarily be focused on the 180 degree space in front of them (i.e. the fireplace, the TV, and building the furniture). Our game is not an action packed game with any running or shooting. Of course, the player will still be able to fully look around but they shouldn't have a great need to move in the other 180 degrees of space. This would also take into consideration accessibility to our game, because it costs extra to buy a third sensor (the Rift only comes with 2) as well as requiring adapters and wire extensions.

I spent about 4 hours researching and creating the diagram for the physical set up. The set up for the desktop browser Finder player is fairly straightforward with only an addition of a game controller.

Below is a diagram of a possible physical layout if both players are playing in the same room.


Some resources for the VR physical set up include:
https://forums.oculusvr.com/community/discussion/66062/how-many-sensors-should-i-use
https://riftinfo.com/best-oculus-rift-360-setup-for-amazing-tracking
https://www.roadtovr.com/oculus-rift-room-scale-tracking-setup-guide-easiest-no-drilling-holes-cheapest/
https://www.reddit.com/r/oculus/comments/a6t1sq/best_2_sensor_setup_for_360/

I created all the storyboard panels ("wireframes") for the user interaction specification document using Adobe Photoshop. It took approximately 3 hours to design, create, and write descriptions for each of the 11 screens.

The images below illustrate the general interaction goes from both players pressing "ready" at the start screen to the completion of the furniture piece in the Living Room and the ability to play again by selecting a new furniture to build from the catalogue.











(Repeat steps of communicating instructions and combining pieces until furniture is complete)


Other things I did this week include putting the design document and user interaction specification document together, formatting them, updating tasks and adding new weekly tasks to the GitHub project (~2.5hrs).


Comments

Popular posts from this blog

[FINAL] - Where to find our game

Hello future builders, we're 3 programmer-artists that make up the Seismic Octopus team: Mitchell Koch - lead programmer, game tester, researcher  Priscilla Lo - project manager, sound design, lead 2D artist, programmer, documentation  Maxime Vincent - lead 3D artist, lighting designer, game tester We finished this course in May 2020 with a final release of Build-a-Furniture available on GitHub: https://github.com/Areizza/Build-a-Furniture Although this semester was full of hardships and unprecedented times near the end, we got through it together and are proud to present our simple web-VR game. Check it out and let us know what you think! :)

Sprint 10 - Adding more boxes and lots of scripting

As the final submission draws near, lots of work has yet to be done. Due to time constraints and the lack of resources in light of recent events, we made the decision to cut down our scope by removing VR functionality entirely and focus on desktop-to-desktop connection fully. With new goals in mind, I spent the beginning of the week by adding all the boxes for spawning furniture components. To do so, I started by replacing the blue boxes we used previously with stylised boxes that match the environment better. To tell the player what each box contains, an image of the rendered component is placed on each side. The challenge here was that I wanted to avoid creating a GLTF for every single box because it would have slowed down the page drastically. The solution was to instead use a single, universal GLTF for every box and placed images on each side of the box as explained previously (~6hrs). New Warehouse Area - Added new boxes Close up of updated box - Bright colours and side ...

Making Instructions

This week, I worked on creating all the instructions images for both the Warehouse and the Living Room. Although this was not a very difficult task, it was tedious to work on and took around 3hrs to complete. It was a challenge to adjust to our new schedules given the current circumstances and allot appropriate time to spend on each of our classes. The instructions in the Living Room show the current required furniture pieces and their quantities, which the Builder will need to communicate to the Finder in the Warehouse. See below for an example of pieces required for a table. On the other hand, the instructions in the Warehouse would show the symbols on the different furniture pieces that should touch in order to be combined, which the Finder will need to communicate to the Builder in the Living Room. See below for an example where the green heart marking should be made to touch the green circle marking. I will be putting the source link for these instructions into arr...