This week I finally got to put the player into the first level. My idea for this level is to make the player wake up in a room and find a way out. This will be an introduction to the controls. There will also be a puzzle to get out of the room, this will show a general understanding of the controls by the player. The player need to mater some basic commands in order to continue within the game.
This warehouse section is the part of the game where player will be waking up and start the experience. The player moves around pretty comfortably and the scene looks great, but most of the shaders within this scene are Unity’s standard shader and that is not good for mobile VR. Currently our drawcalls are around 40 for this scene but some areas the drawcalls are nearly 70. This needs to be fixed before we move on within the next level. However, I have hope we can fixed this soon. There are some prototypes I’ve been working on that only has 9 drawcalls if I can figure out how that is being done my hope is that Ernest and I can use that knowledge within the next scenes.
However for now this is excellent progress and I cannot wait to continue on Museum Multiverse. What I have to do next is get my controller scripts working with the character this has been harder than I thought but I will get this working and it will be great when it I do!
Early today, I started to wonder how Museum Multiverse would play if experienced from a first person camera. While I know that first person platformers are not the most praised of game genres, I thought about the focus on art and how players might be able to better appreciate the art if viewed from a first person perspective.
We decided that over the next couple of weeks we’ll create and experiment inside a small mock scene in Unity, focusing more on utilizing the Gear VR controller and manipulating objects by picking them up and turning them around. What if we could pick up a piece of art, pull it in and out, turn it around, and fully appreciate the detail in each piece? Then we can intersperse sections of fast-paced third person platforming action with quieter times of first person appreciation and exploration of art. We don’t have any of the art assets in this room just yet, so we’ll be using simple geometric shapes and common room items to get the feel and controller first.
I’ll continue to work on my third person platforming section, but I can’t rest until I throughly test this first person idea.