13/4 Update

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

(in Actor Sphere Blueprint)

(in Actor Sphere Blueprint)

  • 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

30/3 Update

Stage Creation/Platform!!!

Step 1: Idea

Step 2: Get materialsInstead of getting a foldable stage, getting crates were just much cheaper and makes more sense since they already had slits. There is space to insert the bulbs. 

Next was trying to get the electric circuit out and the placement of the bulbs. Mainly it was inserting 4 bulbs (2 at the edges, 2 in the middle). Initially I was thinking of doing 3, but the middle part of the crate was blocked with wood, instead of  trying to drill into the wood, (which would have been dangerous since it might not be able to support the weight it was originally intended for) I decided to just have 2 in the middle. 

The parallel circuit mainly consisted of the 4 bulbs, 4 starters, 4 ballast. Additional 12 clips to hold the bulbs in place.

Step 3: Installation left the paper sleeve on because 4 bulbs was brighter than I expected

Underside view of the crate

, Since there was too much light penetration through the slits, I think I will cover it up with a cloth to achieve a the more diffused look.

Left to do: Attach the 2nd crate below to make this platform higher, sand the crate for safety and add attach the cloth


Interface update from https://oss.adm.ntu.edu.sg/ho0011an/ill-work-on-the-oss-ltr/


Updates from the previous stage: I have added such that the spawned object is moves randomly within a bounding box, and experimented with the call to spawn the object.

What I realise is that we don’t speak in one breathe, so because we break our sentences up as we speak, this would cause many many objects to be spawned because of the pauses in between.

Instead, I think another more efficient way of doing this would be to have a button participants can press while they are speaking.

Right now, still not too happy with the way it moves, I wanted more of a zero-grativity floating kinda movement but its like doing the zoomies now.

Also, it’s not the way it spawns is also so ugly, it is just appearing at the target point, but I am looking at a more like blowing bubble like vibe.


Daryl and Yi Dan’s Binaural Sound Recording


Our sound clip is inspired by Pacman but it spots the following differences:
1. Pacman becomes the character you avoid.
2. You only have 1 life.

This was our initial storyboard:

1. Coin going down vending machine
2. Pac-man BG music with atmospheric noise
5. Someone/or many running pass
6. Monster chomping sound getting closer
7. Someone saying “Hurry what are you doing!”
8. keyboard left button fast pressing
9. “To the left hurry!”
10. Character running hitting walls sides
11. Hits front wall
12. “Too much idiot, reverse reverse”
13. fast button pressing again
15. Chomping gets louder
14. (Half way through running back) “Here towards me, hurry”
15. repeat to show change in distance
16. (suddenly background chaotic)
17. (faraway user aggressively testing keyboard “hey why is this not working”
18. “Alright buddy you’re own your own”
19. panic turning head
20. anyhow running and trapped then monster chomping sound gets louder
21. then chomping sound bcomes the only sound
22. game over sound

However, after recording and editing, we have narrowed down to remove both the in-game and real life character, focusing mainly on the experience of the in-game character. Having too many layers made the sound clip too noisy and, also we had to take note of time limitation.

Revised storyboard:
1. Coin going down vending machine
2. Pac-man BG music with atmospheric noise
3. keyboard button fast pressing
4. Portal sound
5. Pac-man BG music, echo-ed
6. Many running pass, urging character to run
7. Faint screaming sound
8. Pacman chomping sound getting closer
7. Guardian voice appears “What are you doing? You gotta run”
8. Running footsteps
9. Turning corners
10. Guardian voice fades, tension built
11.  Character hits front wall
12. Pats surrounding walls- got stuck
12. Pacman sound gets closer
13. then bcomes the only sound
14. ‘BOOM’
15. Game over sound effect

Filming locations:
Level 2 corridor and stairwell, Vending Machines

Additional Sound Effects from:

Arcade Ambiance

Pac Man Waka Waka

Transforms SFX