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Showing posts from January, 2018

Creating Tutorials & Main Menu

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Today I've started to create the main menu for the game. I decided to put the menu within the crime scene area, but without the crime. It will serve as foreshadowing of what's to come, and also before the crime happen. Designing the Title to have 2 layers, tricking the eyes of the audience into thinking it's 3D. Right after the menu, the player will go into the tutorial stage, which serve as an instruction on how to use the vr controller. the tutorial words has to be big enough to let people see, especially in VR.

Who Killed Teddy? Beta Test

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Today our class run a beta test to anyone around The One Academy. Since my VR game needed a huge space to setup, i won't be joining my classmates. Luckily my lecturer got an empty classroom for me to setup once I cleared all the tables and chairs. I get quite a lot of feedbacks from the users as they provide me the chance to improve on my VR game. Here is the list that I deemed priority to work on. Feedbacks: Ambient music too loud, covering the dialogues from the detective. Play area needs to be as spacious as the crime scene itself. The Start Game menu confused a lot of people as they don't know they are needed to go in front of the button and click it literally Item list needs to be interactive I will look into these matter in the coming weeks. Progress is good enough as people loves the experience.

User interface Implementation in VR World

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I finally figure out how to place the UI into the VR headset, but I've no idea if it's the right way to do it, hence I will leave it as it is first due to Beta Testing is coming next week. After fumbling around and experimenting on how to display the UI on the VR headset, I have come across this forum which provide me a clearer answer about it. Apparently the normal way to display the UI won't work in VR. Screenspace can only be used on monitor screen, and Spatial UI and World Space can be used on VR but I have yet to adjust it properly to fit on the perfect viewing distance for the player.

Dialogue Synchronization

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Due to some changes from the game dialogues and items in the crime scene, I discuss to my friend to see if he is able to record a few more lines for me in UK, where he's now working in. Even though that he is very busy, he is willing to help me out on this matter.  Once I got the voice clips from him, and filter out the best lines he recorded (he recorded 3 to 4 same lines so I am able to pick one out of it) I only realized that the previous dialogue and this new one does not match well. It became more clear when one use the headphones, the newly recorded ones has much more ambient noise and the voice has a much more higher tone.  I have no choice since I don't want to affect his work, so I used audacity to sync tweak the new dialogues, by removing noises and also adding bass and etc...I manage to get the new voices as close as the previous ones.  It is still slightly noticeable hat the new one had a different tone, but it's a lot better than what it originally i...