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11. cvičení

Společná finalizace třetí fáze, výměna projektů a vzájemná prezentace

Úprava her pro VR

Wilson: trailer

Projekt pro Occulus Quest: src

WILSON’S ISLAND

GAME DESIGN DOCUMENT

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The whole experience is in VR from the first person POV. Player finds himself on a pair of deserted islands where his only company is his newly found best friend, volleyball Wilson.

Characters

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The only living person inside the game is the player himself. However, everything he can pick up has the potential to be his conversation partner. The most prominent “characters” are volleyball Wilson, parrot and skeleton. Dialogue always starts with a statement from the player which can be followed by a response from the object that is always only “…​”. If the player can choose his next statement, there will be a set of coconut emoticons to choose from which represent the emotion with which the statement is carried.

Environment

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The environment consists of a set of tropical trees (mainly palms), bushes and grass. Both islands have a patch of sand around them and the bigger island even has a cave inside. Fauna includes fish, hermits, bats and parrots.

Gameplay

As this is a VR experience, the player can freely look around, walk/teleport around and touch stuff to try to figure out what to do.

Intro

The first scene is just a dummy scene that has a cheatsheet with controls and names of all students collaborating on this in it. After 10 seconds it automatically switches into the game and works only as a transition into the game world.´

Little island

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Poor stranded soul awakes on a small tropical island in the company of a palm tree, few seashells…​ and volleyball Wilson. In the distance, he can see a much more appealing island with plenty of different species of fauna and flora.

Player, let’s call him Tom (short for Thomas), can try to talk to every object which he is able to pick up. The crucial word in the previous sentence is "try" because objects don’t have to respond and even if they do, they seldom tell him anything useful. On the side note, Wilson’s replies usually work as hints on what to do next and without him, Tom can’t really progress anywhere further.

After a bit of contemplating, Tom and Wilson decide to make a raft out of one of the palms and try their luck on the bigger island. Unfortunately, they can’t really steer their raft and instead of landing on a beach they end up being drifted into the cave opening. The last thing they see is the little island they just left before they are completely sucked into the cave with angry bats flying out of it.

Cave

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Their raft finally lands on a small shore inside the cave. If one were to look around, he would see a parrot carrying some fruit in his beak, piles of small and big bones and even a skeleton of some poor human with a variety of small objects lying around him. This doesn’t exactly spell "home, sweet home" and sure enough, the only exit that one can see is a dark tunnel leading even further into the cave. A pair of lovely white eyes glowing in the dark indicates what awaits inside.

Tom can decide to a steal fruit from the parrot or even eat it but it doesn’t help him in his situation.

Tom has to (with the help from Wilson) scare away the beast by throwing Wilson at the pair of red eyes. Every time Tom wants to get rid of Wilson or throws him away Wilson reappears next to Tom’s feet.

After successfully chasing the beast away, Tom can now go into the tunnel without any worries. However, as soon as he steps in, the view goes white and he gets a "One year later…​" message notifying him of the passage of time.

Beach

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When the whiteness fades away Tom finds himself on the beach next to the wooden house and some makeshift garden. It’s the usual iconic beach view with palms and stuff. Apparently, Tom already got used to the life here on this island and nothing fazes him anymore… This is essentially an end of the game where the player can still talk to the objects and see some more of the beach but doesn’t have to solve any puzzles or can’t progress anywhere further.

Art

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3D models with low poly style in bright colours, almost all with textureless materials. Everything except for the skeleton model was created by us specifically for this course.

Sound & Music

Downloaded samples of background music from freesounds.org or recorded by us.

UI & Game Controls

Only two controllers required:

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● Trigger button for teleport

● Grab button for grabbing objects

Technology

● Unity for the game engine

● C# for the programming language

● Blender for the 3D modelling

● Photoshop for some small miscellaneous 2D images