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

Building the Shelf and Chairs

With the final submission looming closer, most of my effort was directed at replacing some hard-coded game-play functionality with dynamic data from the Builder and Finder systems (~3 hours), assisting my team with issues they encountered (~2-3 hours), and getting the shelf and chair ready to be built by the players (~8 hours). The Builder and Finder systems still had a few hard-coded values from the Beta build of the project that were specific to constructing the table, so I worked on replacing those with the data that is contained in the instructions arrays that Priscilla and Maxime created this week.  I was initially have problems accessing this array before I discovered that JavaScript arrays can be accessed by string, which simplified it a lot.  Below is an example of the before and after of this process. // Before socket . on ( 'setFurn' , function ( data ) { this . current = data . id ; // Where data.id was always "table" this . step = ...

[WEEK 6] Back from Reading Week

We got back from Reading Week and reviewed what each of us accomplished. Expected deliverables for this week include: moodboards for the Living Room and the Warehouse, basic recolouring for the Living Room, a completed final Warehouse environment, and a working spawning objects prototype.

JavaScript Libraries and Flow Charts

This sprint we focused on the laying the groundwork for the project and writing the design document.   For the design document, I outlined the Technical Requirements, Technical Features, Interaction Features, and created a user experience flow chart (~4-5 hours).   The rest of the sprint was spent testing the JavaScript packages we plan to, or are interested in, implementing in the project (~4-6 hours).    Creating the user experience flow chart took a few iterations as we weren’t certain of the final gameplay.   The current version is fairly linear, but the gameplay is straight forward to make it easy to pick up and play.    A part of the final user experience flow chart. The packages I tested for our project were aframe-extras , aframe-physics , and aframe-click-drag-component .   ‘Extras’, as the name suggests, adds some extra functionality to A-Frame, including controller support, ‘Physics’ adds a physics system, while ‘C...