This blog is being used to document the process and development of "Planemo" by Kristen, Filiz, Ryan, Tobi, Tristan, and Tristan. Planemo will act as a research tool to explore the effects embodiment has on one's emotions, thoughts, and certain types of pain.
We have updated our game design document outlining all aspects of the game and future developments that may be done in the future.
Attached below is a link: https://docs.google.com/document/d/1ByRGwJsot6PQEfo_In1WTRykXoUSmR1u8NrR9LW0K98/edit?usp=sharing
-Kristen
We have successfully added a 'calibrate' action the game. When the player stands in a T-pose and the 'c' key is hit on the computer keyboard, the avatar will properly adjust to the player's height. In addition, we will add a scene after the main menu scene and before the gameplay starts where th…
An ongoing problem we have been facing is transporting the keycard with the player as they move from one scene to another. Parenting the keycard to the player in a C# script proved unsuccessful As well, using the Object.DontDestroyOnLoad command would transport all objects from the previous scen…
Due to Final IK complications, we've decided to change the initial elevator in the escape pod into a transporter of sorts. Originally, the elevator head up and down animations, which would change the y-position of the player but not the predefined floor. Unfortunately, after much trial and error…
We have added basic materials to all of the walls, floors, and objects in each level: the walls and floors a matte white, and the hallways are matte black white glass chards sticking into the broken hallway. In addition, we've added signs and arrows to indicate to the player which direction to h…
We have made progress on our first two levels that test the player's sense of ownership over the virtual avatar: the broken hallway, and equipment room.
The Broken Hallway
In the broken hallway, the player steps on a platform that moves them across the hallway and past dangerous objects…
Planemo now has a logo and corresponding loading animation. The following gif is what the menu screen will look like. Player's will be able to click on the instructions option to learn the basic controls and plot, and they can click on the start button to choose their avatar and begin the game. …
This week we updated our version of Unity and Steam VR to combat issues we had with the Final IK plug-in. Now, the plug-in successfully works and we have been able to properly map the player's head and hand movement to an avatar. As well, we've changed the scripts according to the Unity and Stea…
We've turned the door to the escape pod into an automatic door. When the player enters the collider of the escape pod doors, the doors will open using an animation. Similarly, when the player exits the doors' collider, they will close with a closing animation. Only the player can activate the do…
While testing Final IK we ran into a problem with our code which we're working to resolve currently. We've also been working on art assets this week and have been developing plans for the music and fx we hope to use. More to come soon but for now here is the WIP Logo we will be using.
Here are the photos of the hallway for our game. In this part, there will be two hallways; one is with the obstacles, and the other one will be the same hallway without obstacles. Players will use a conveyor belt to cross the hallway. Our aim is for players to test the ownership and agency. For t…
So far, this is the interface of our questionnaire (at the bottom of the post). The questionnaire pops up each time a key card collides with the escape pod, and disappears once the player hits submit. The text to the right of the sliders display the sliders value in real time. When the submit bu…
Here is the current settings of the animation for the first type of elevator. There are three elevators in the game in total: one that goes from the escape pod floor to the broken hallway, one from the normal hallway down to the escape pod, and one at the end of the broken hallway that takes you…
Questionnaire:
So far, the data from the questionnaires the player fills out at the end of each level is sent to a new CSV file. In the future, more data will be sent to the CSV file such as the current time so we will know how long the player spent playing the previous level. This informati…
Below are images of the escape pod made by Ryan. This is where the player will play the tutorial level and come back to each time they find a key card. There will be a collider on the outside of it to the right of the door. Once a key card collides with it, the questionnaire will pop up.
-Kr…
One of the problems we’ve ran into is the amount of space we have for each player playing our game. We’re going to have to create the rooms for small spaces, preferably 2m x 2m walking space and on the outliers
We’ve come up with some solutions in traveling through the maps easily.
1…
This is a concept for the layout of the equipment room. In the centre will be a reclining, operating chair with a spotlight about it. This is where the player will sit to get their spacesuit repaired. Lasers will shoot out of the light attachment from above and repair the suit with its futurist…