Today is the day where the cohort 5 and cohort 6 will showcase their games. Everyones excited for the feedback that we will get from EAE Day.
It was a great day for us. The people liked the overall game. Was very pleased with the most of the feedback based on the wand weapon system and the environment sound system . We are proud of our effort to produce a good game for IGF.
The best part of the day was getting the BB8 Star Wars cake. Cant wait to watch the movie on the 18th.
Finally I have finished the last task for the projects for this semester. The bee with my particles looks like as follows:
The bee model was created by Avinash which looks quite cool.
So since initially the blind player has no clue on the mechanics, I programmed a fire fly behavior which rotates 90 degrees at a time in an orbital motion around the blind player and emits fire triangle particles. The fly basically has an audio source. Only the deaf player can see the bee but the blind player cannot. But the blind player can hear the sound of the bee. As soon as the blind player identifies the sound direction of the bee the bee rotates by 90 degrees. These events are programmed to occur 4 times during the tutorial. This prepares the blind player and helps him learn the mechanic during the tutorial.
Finally we have submitted the game to IGF at 5:30 am in the morning ! Everyone is burned out but we feel great and proud as a team . Here is the gameplay video of our game Blind trust.
So we are approaching the end of the semester. The only thing that needs to be updated now is the tutorial level. From the gameplay the tutorial level does not seem to be that intuitive enough for now. So that would be the final part that we will be working on this semester.
So basically my task now is to code the behavior of an insect that looks like a bee with some particles emitting from the tail. He will orbit around the blind player in a sin wave fashion. There will be sound source on the bee and as soon as the blind player points to the sound source, the bee will move to another point around the player and the player will have to identify the sound again. This process will occur 4 times.
Basically the task list is as follows. My name is next to the tasks.
So everyone is working hard for the IGF now. To give an update of the particle hit effect, through play testing the effects seem too realistic for now. It is not matching with the theme of the game so far.
So I have decided to work with the unity’s particle system and script to behavior to generate one from scratch. It will basically use the mesh which is provided by the artists or the texture that is provided by the artists. So far I came up with these effects .
The one in the middle is using the triangle textures will be used for the arrow hitting the wall. The particles will have the gravity effect and fall down in a cube shape and the collision with the obstacle is detected. I am using texture from the low poly prototyper pack from unity asset store. Later the artists will provide their own textures.
The following video shows the particle effect.
So far I am very happy with the results since it is low poly and cartoonish and goes with the theme of the game. It seems that the from the team feedback this effect is finalized.
So we are close to the IGF deadline and my task is currently to work on the particle effects. So basically when the wand magic effect or the arrow will hit the collider or the obstacle I need to generate or instantiate a hit effect.
So you can see the above video to get an idea of the effects that we will use for the hit effects. So for now I am going to use one of the effects from the pack and then we will see how it looks during the gameplay testing.
To give an update on the sound the effects are working great. The transition from the one area to another is sounding good.
So i have scripted and designed an audio system that works on trigger boxes, audio mixers and sound interpolation. As soon as the blind player comes close to the beach part our island he starts to hear the sound of ocean waves which progressively increases as he moves closer to the water. This is done using the logarithmic roll off of the sound. So the script detects the player’s position relative to certain audio sources using Vector3.Distance() and then the logarithmic interpolation of sound takes places. If the blind player is in the valley he hears the wind gushing which gives him a perception that he is in a valley or mountain environment. At one point the player can hear two or more audio sources depending on his location. If he just enters the forest area from the beach then he can hear the birds but he can also ear a bit of the ocean waves which gives him feedback that he is leaving the beach are and entering the forest.
Programming this was tricky at certain areas since I had to program distortion when the audio source was on the other side of a barrier like a hill. So if the sound source was coming from the other side of the hill, the script will first detect the barrier and introduce an audio occlusion in the sound. This is again to give a sense of perception to the blind player that there is a barrier in the middle.
So i had to include the audio occlusion for the following scenario:
So now that I am done with the wand system, I need to work on the sound AI.
Since our game involves binaural audio, programming the audio AI is crucial for the game as we figured during the team meeting. Since the blind person has no visual cue about what is happening in the environment, it was important to script the sound events which have environment sounds in order to paint the visual image of the environment.
For now I am going to arrange the different sound audio source and do the research of audio mixers. After getting an idea of that I will basically script the behavior to interpolate between the sound sources.
Some good examples that I have come across are while playing witcher the environment sounds have a good mix . I like the behavior when the sound changes during danger events. Will try to incorporate that in the game.
This is the update after two weeks for the electric beam effect . It looks great so far and I am happy with the results. There are a few bugs that need fixing though. It looks like the video shown below .
Looks like the picture I had posted of dragon age. It is yet in buggy state. The beam should destroy a bit faster and there seems to be a lag between the current position and the previous position. Will need to do some more research on that but it looks great so far.
This is the first blog of the semester and we had a team discussion about making our game a co-op game between the bling and the deaf person. So since the summer we have discussing about the narrative and where to take the current mechanic that we have which involves the cooperation between two players.
So the idea now is the blind player cannot see or have any visual feedback but has audio feedback and the other player is deaf who has only visual but no audio feedback.
We also discussed about the weapon system that the players would have and decided that the blind would have a magic wand. I have taken the task of creating the magic wand weapon system.
Some wand concepts are as follows:
So I need to code the behavior for a magic effect. I am yet looking into the ideas right now. Seems like the rigid body is buggy for unity so will try and only translate the effect. Some game like Witcher and Dragon Age seem to have cool magic wand ideas as follows:
Currently I am really digging this electricity/ current effect of dragon age. So I have decided to try and code the behavior like an intense electric beam effect.