Skip to main content

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 = 0

    // "tableTop" is the id for the first piece of the table.
    sceneEl.emit("setInstruct", { furn: this.current, piece: "tableTop" }); 
});

// After
socket.on('setFurn', function (data)
{
    // Get the instruction object for the specified id
    this.current = instructions[data.id]; 
    this.step = 0

    // Send the parts required out to the app.
    sceneEl.emit("setInstruct", instructions[this.step]) 
});

 In addition to this, I helped Priscilla and Max with some of the code they worked on.  The most notable was helping Max to add images to the snap-points by adding the image source to the templates array and reading it in through the 'spawner' component, which is something he discusses further in his blog.

Unfortunately a large chunk of my time was spent preparing the chair and shelf models for their placement into the game; far more than I anticipated.  Preparing the models for the Aframe environment involved manually creating the Aframe Physics bounding boxes and then manually placing each snap-point for every individual piece of the chair and shelf models.  Creating the bounding box for a piece involves finding the dimensions of the piece from the Maya file, and then translating these values into XYZ 'half-extends' that the physics system uses to create the bounding box.  Placing the snap-points then requires spawning all the pieces for a build, constructing the furniture in the Aframe Scene Inspector, then dragging a placeholder snap-point to the approximate positions that are required, and recording the position data in the template file. 
Although this was not challenging work, it was time-consuming and repetitive and it was slowed down occasionally when problems with the exported models or textures were discovered.

As we approach the final deadline the stress is mounting, but the worst is behind us, so all that is really left to do is hooking up the remaining systems, and implementing a player 'ready' system. 




Comments

Popular posts from this blog

[WEEK 1] Introducing our project...

Our goal is to make a cool VR game for Design Studio 3. The main idea involves a collaborative asymmetrical experience to build furniture virtually. There will be two roles in this game: a finder (to look for furniture pieces in the warehouse), and a builder (putting the parts together). We started this project on January 22, 2020 and are currently on our first 1 week sprint of development.

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

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