This project formed as it developed. Even till the last week, I was still deciding the set-up and the method of performing the interaction, whether it be virtual camera, or phone, or VR. Instead, what I knew I wanted was how the space was suppose to feel and the fundamental idea of breaking up the steps to having a simple conversation. With the vision of wanting others to find solace in the complexity of life, to understand that everyone out there is on their own journey, I wanted to set everyone back to the idea of ‘Talking’ and ‘Listening’ and ‘Seeing’. Technically, the whole project doesn’t have to be split up into these 3 “stations” and could potentially be just one entire game on one PC. However, I was determine to pull through with the setup in the dance room because its the concept that when times are tough, you need to split things up and intentionally take it one at a time. In the midst, to seek comfort in the realisation that each random passerby is living a life as vivid and complex as your own.
Going on from here, the main question I need to be certain of is what type of art am I aiming to produce? For sure the concept is set to plastic debris and its effect on corals but now I need to do more research on whether I wish to heighten awareness? create a product to help collection of waste? What kind of tone? Cynical, Serious, Hopeful?
Following on, these questions will guide my thought process and solid my idea.
This point, I was trying to decide how the users were going to hear the record audio (the muffled loud noise is me recording- not too sure what’s up with the recording), decided that the best way possible was to have the user go near the object. This way, specific audios can be played with specific spheres instead of just playing a random one, which might lead the user to hear the same audio twice.
So getting from this stage to the next consisted of:
Setting up 2 views: one for the player who is going to listen to the audio, other for the player recording (will touch on more later when incorporating the VR portion)
Having to spawn both the sphere and the audio into separate arrays and give them IDs, so that I can match the similar Index of the sphere to the similar Index of the audio
(in Level Blueprint)
Getting component to float & hover away only when audio has finished recording
Also need to stop the already spawned audio to not record again when the same button is pressed, if not they (meaning audio texture) will ovrwrite despite already setting different name files (Using ‘Called’ boolean)
(in Actor Sphere Blueprint)
Setting up the texture/fx to alert the player when they have made contact with the floating sphere
Made using particle system and + ‘Move to Nearest Distance Field Surface GPU’
Virtual Camera test:
At this point the virtual camera was way too laggy for anything. So initially I wanted to make it a mobile game but i would need to remove too many things to support the graphic feature of the mobile version, so I decided to go with VR instead.
The biggest challenges I faced at this stage were:
1. Making an asymmetrical multiplayer game- 1 VR 1 PC
2. Replication – to have the server and client seeing the same thing happening
3. Setting up a third-person VR view, because usually its always first-person
This presentation is going to be facts heavy, and it’s going to feel like a marine-biology science-y presentation. But, through my research, I picked out 3 fascinating facts about Corals I want to work with.
*wide-ranging generalist coral species are build to survive in deeper waters
This idea is to highlight the problem about plastic waste, but in order to have it focused specifically on Corals, I am hoping to incorporate the concepts of Coral Dating or Coral Soundscapes. I am not too sure how I wish manifest it yet but here are some artist references: