Real & Virtual Worlds — Weeks 12 — 14 (Viewing / Reviewing)

A collection of varied images to do with some of the themes used for this project. Namely: Cities: Skylines (2015), Plague Inc (2012), Townsmen VR (2018), Cloud City VR (2017) and Godus (2013). These primarily helped inspire the mostly topdown view, with the VR games helping as influences on how to use the perspective views that they use in this kind of environment. I thought that I would re-make this as while some of the influences I originally made mood boards for have stayed the same, the focus more so on infection and viruses meant I should do some more research regarding that.
  • Control scheme: Not based on any specific controller mapping, but instead designed to be utilised by multiple. Provided below is a demonstration image of how cross-platform VR controls translate between oculus and Vive. (I am using a HP Reverb, but it shares most of its control layout with the design of the oculus touch controllers).
  • In this project, the main hotkeys used would be the grip button and trigger button. The grip button would be used to pick up objects and place them, and the trigger would be used for teleportation. The joystick (or pad, if on a Vive), can be used to rotate objects you are holding or bring them closer or further away from your hand.
  • The player begins in a field, and text (and a voiceover) is presented to the player, describing the basic basic VR controls systems. This would have a button to skip the scene, for players who are already competent with basic VR functionality. The voiceover/text then goes on to describe the basic gameplay of the first level in the form of a singular house spreading and a cage being provided, and explaining how the interaction works, and then transitions to the first level. During this level, the player’s mobility is locked so that they can focus on what is being shown.
  • This level serves as a functional demo for the gameplay and will likely form most of the vertical slice of gameplay that I will need to develop for this unit. This level functions as a basic demonstration of the previously explained mechanic, with the player being placed in a forest with a few houses, and two “cages” presented to them to control the spread.
  • Having completed the tutorial level, the player is placed into a level select area, which is a mountainous area filled with little gateways that can be teleported into to choose a level to travel to. The player can also view their high scores from any given level from here. Naturally, it is also possible to quit the game from here via a similar exit.
  • This continues from the mechanic that was introduced in level 0, but gradually building upon it, by adding more hazards such as pedestrians walking past infected areas and carrying the spread themselves in a smaller radius and adding new mechanics later in the levels. Primarily, the difference between the levels is theme and density of structures, as the density massively informs how difficult a level can be to maximise score on. Upon completing any given level, the player is returned to the level select scene, to view high scores and select a new level. Given the game’s arcade-game style gameplay, there is no plot “ending”, per se, but it is meant to show how once you reach the more densely populated or less educated areas, it becomes far harder to monitor and control the spread of the disease.
A basic interaction plan for the “Cage” mechanic of the game. Each level has a set amount of these, and when place on a building they prevent that building from causing spread to other structures. I had also planned to add other mechanics, such as barriers that would block travel of vehicles that could spread the virus in a similar manner, but due to time constraints I did not have time to do this — the plan was to add more mechanics in levels after the first one.
Audio plan from last week for level 1. The majority of sound for this level comes from ambient elements — Wind and water sounds primarily, with additional sounds coming from structures depending on if they’re infected or not, as a way to get the player’s attention. Houses will also make ambient noise when producing money (score).

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Brett Keable

Brett Keable

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