Documentation [Cursed]

Documentation

The initial scene where the player is placed does not give any direct instruction but suggests a certain behavior (fig.1). There is a statue on a podium that seems very attractive to pick up but there is no voice or direction to actually do so. This lets the player have full control of when do initiate the game; a voice with instruction, background music, sword dropping, and monster spawning all only start once the player has decided to pick up the statue. This design makes the player feel like they are the origin of the story to come because all the chain of action only started with their own action. Once the player has picked up the statue they are told to protect the curse within from those that want to release it. By giving the player an explanation of what they have just done, it gives them a goal for the story ahead as well as a better understanding of what is to come. The rest of the virtually reality experience, including the logic of the world and the interactions the player is capable of, then continues to play wholly off the premise of protecting the statue.

The spawning of monsters as well as the dropping of the sword from the sky make sense in the world because it is a situation in which the player can protect the statue from those that want the curse released. If the player drops the statue the logic also agrees because the statue was broken when I touched the floor. The player has the opportunity to either defeat monsters that appear using long range stone throws or short range sword swings (fig.2). If the player is capable of protecting the statue from enough monsters, by killing enough, then the curse is cured and the statue disappears from the player’s hand and the surroundings become bright and peacefulness is restored. On the other hand, if the player fails to protect the statue, the surroundings become dark and grim and the player is given a possibility to go back into the past and retry in protecting the statue by grabbing a mystical orb. Giving a change in scenery along with two possibly endings to the narratives convinces the player that their actions had a consequence on the world and they either succeeded in curing their mistake or failed in protecting the world.

Since we knew that our game was going to be fundamentally based on the spawning of monsters randomly from four directions, in order to use the VR world to its fullest, I started the development of the game by making a rough design of the area. I placed the player in the middle of the world and placed from gates out of which the monsters were going to spawn (fig.3). Once I had the monsters spawning and moving to the player correctly I then added in the remaining features. The next part to come were the method to destroy the monsters, meaning the sword and stones, then came the logic of the world. The logic meant the detection of winning and losing conditions as well as respawning of weapons or deaths of monsters. The environment was built in independently of the logic because they didn’t necessarily interact with the logic directly. We knew that the environment and game mechanics were going to follow the foundations of games and scenes we had previously seen so we had a good framework for our development. The environment was largely based on the idea of Indiana Jones and the classic old ruins and temple scenes seen in movies and games (fig.4) while the game mechanics were mostly based on simple hack-and-slash games (fig.5).

We wanted to make sure the player felt a sense of urgency for the actions that they made so we implemented several features that enforced such emotions. Surrounding the player with monsters from all sides and having them spawn at random imposed panic and stress. Changes in scene, which only occurred with a certain action taking place, occurred alongside a change in sound and lighting which also imposed awareness on the player (fig.6). Making the player realize that their actions actually have an effect on their surroundings both made the player feel more immersed and responsible for what they have done. A successful game in my opinion is one in which a player feels like they have done something, thus having truly experienced something, after they are done. Our collection of features and plotlines were all created with the goal of giving the player a purpose and reason for something they have done and have to do.

With the goal of giving of giving the player a new experience, possibly fundamentally based on panic and fear for an action they have caused, a successful result should be obvious. We expected players to be a bit frightful when playing the game and to want to continue until they have won. This meant that when they played the game we wanted them to be making certain actions displaying panic or fear, such as backing away, screaming, constantly looking around, crouching or determination. Not only was there a desire to impose emotions but we also wanted the final piece that was reflective of an obvious narrative, this meant having a beginning, middle, and end. Our final project did indeed succeed in both of these aspect, players would scream and be afraid of monsters and would also know if they lost of won. Another unexpected result that occurred sometimes with players was that they would continuously attempt new ways of winning, whether this meant switching the hand the statue was in or relying solely on stones or a sword, if they lost often. This result showed that players were indeed determined to win and since they were human, and intelligently wanted to adapt, they would try and find the best method to win. All in all, our final product has replay value and makes players feel like they have gone through an experience, which is fundamentally all we wanted and that means a successful project (fig.7).

Project 3 Documentation:Memory Box

1. Project Description:​ 

Project name: “Memory Box”

MemoryBox is an immersive experience for user to explore a sad ending love story by being positioned into an empty wedding scene to help “me” recall the pieces from a romantic love memory and wrap these memories up at the end to move on. The aim is for users to interact with objects in the environment, and form their own understanding of the story based on how they interpret the environment setting, the given objects and the stories that are being told behind each match of objects. Since the experience is set to be in an memory space, the user, upon they entered the game scene, would have the choice of deciding whether they want to be positioned as a female or male to experience the story. After they make the choice, they enter an empty wedding scene inside the memory space, and there are multiple daily objects and a cardboard box on the red carpet. Users will be instructed to pick up the objects, and put them into the box in pairs. Each time a correct paring complete, a piece of story about the paired objects will played. When all the objects are put into the box and all the memories related to these objects have been recalled, the box will disappear with some words appearing in particle mist, indicating that this story is erased from the memory and it’s time to carry on.

2. Process and Implementation:

A.Story sketch:

We started with looking for objects that could be matched in a relationship and is obvious enough for user to pair them up without having trouble figuring out the relationship among the objects. So ultimately we decided on doing storytelling on the following objets: toothbrush, toothpaste, wine bottle and dinner plate, pet food bowl, pet mat, iron, iron board, pen, notebook and a vase with rose. Below is the specific storylines, which will be played after the two objects are paired up correctly:

Objects in the game

Male Version:

Toothbrush & toothpaste: Paired toothbrush is the first step to show we are a family, says her.

Wine & Plates: I finally got the courage to invite her out for a dinner. Candle light on her cheeks is the cutest thing ever.

Dog Food & Dog Cage: I brought home a new family member that day, and I couldn’t forget how excited she was: her dream finally came true.

Iron & Iron Board: First day of work after my promotion.  She ironed my suit in the morning. Looking forward to our bright future.

Pen & Notebook: She used to keep all of our memories in this notebook … but it’s meaningless now. 

Vast with rose: Roses die. So are our promises….Eventually it turns out to be a wedding without her…

Female Version:

Paired Toothbrush : Pairing our toothbrush makes us look like a family more… 

Dog Food & Dog Cage: That day he brought home a cute puppy. I was so surprised! I always wanted a pet. I guess now we are a family of three. 

Iron & Iron Board: I want to make his first day after promotion special, so I got up early to iron his suit. Looking forward to our bright future …

Candles and Plate: Can’t ask for anything better than a candlelight dinner for the first date.

Pen & Notebook: It’s been a while since he left me… i used to keep a diary everyday when we were together …. How stupid i was.

Vast with rose: Roses die. So are our promises…. Eventually it turns out to be a wedding without him…


*The story will be understood regardless of the order – every single piece of a story is independent from one another however once the user finish all the story piece he/she will get the idea of what’s going on – there’s different level of love memories as well as the part the indicates the break up, however there’s no specific reason given why the owner of the memory break up, it leaves the space for user to imagine what happened, different people will have different interpretation of the reason based on their own understanding of the given objects and the story behind them.

B.Environment Design: How did we build the scene and the the ideation of designing choices

Environment overview

The role of the user: an explorer of “my” memory, in order to emphasis that, all the story narratives are recorded in the first perspective, and the starting scene intrusion words also put emphasis on the identity of the user, by saying “why am i the only one in the wedding?” and encouraging the user to get involved into the game by saying”can you recall the memory by paring the objects” etc. This is also embodied in the ending scene design: we remind the identity of the user by saying “now I have to leave these memories behind and move on…”

In term of defining the logic the the world, we used the realistic real life wedding scene design for the background, apply the gravity and basic physic logics/ responds to all the objects, embody the emotion difference between male and female by giving two perspectives to experience the story – the same objects may be interpreted differently by gender since females are more emotional and male are more rational. What’s more, the choice of objects: pen with notebook, iron with ironboard etc. enhance the existing daily life knowledge, so the user can still get the sense that their existing knowledge of logic still applies in this world, however, by adding the floating clouds in the outer space as background, we challenge those existing knowledge of how a wedding scene should look like and therefore make it more like a fantasy, a dreamy scene in a “memory space”.

Because our story is a bittersweet love story with a sad ending, so I decided to use the wedding scene to indicate the background of the story – it’s about love, however, at the same time, this is the wedding where only “me” (the user) is attending and there’s no one else around, the odd and emptiness of the wedding scene creates the contract and indicate that even though this is a love story but it doesn’t seem to have a happy ending. The realistic wedding design with the non-realistic background (floating above the city) conveys the message that this is not the real world, it is something fictional and doesn’t match our real life experience.

We also have the wedding march as the background music to create the atmosphere of a “wedding”. The floating effect is added to the clouds to make the scene more “dreamy” and use it to indicate this is a fantasy memory world.

About the ending: the whole projects is developed based on the chosen theme “close the door”, therefore the ending is designed to be that the memory box is destroyed after all the objects are paired up, indicating that the owner of the memory space “I” close the door of the bittersweet love memory and leave the memories behind in the box to keep moving on. The moment when the memory box disappear, it will be accompanied with the particle effect to show the sense of “vanishing” and an ending explanation in 2D words will be shown to suggest the end of the game as well to explain to the player what happened, by saying “Thank you for helping me recall those memories… Now let me just leave my love story in this box behind and move on….”

User Interface Design

C. Steps to implement the interactions:

(highlight some key interactions we worked on)

  • Choosing female/male perspective in the user interface and switch scene based on the gender choice;
  • Pick up and throw objects;
  • Trigger the audio to play when two certain objects collide;
  • Background music volume change: attach other 6 audio sources(which are attached to specific game objects) to the same game object (the player ),detect when other audios “isPlaying”, the background volume = 0.1f, to reach the ideal effect that when the narrative audio plays, the background music volume turns down.
  • Boundary detection: Add a collide box outside the player area to bounce back the objects that are thrown away by the users.
  • The floating effect of the clouds.
  • End of experience : When the the boolean detects of all 11 game objects doesn’t exist in the scene, the box object will be destroyed, the 2D words will be displayed and the particles system of the “mist” effect will be played.

3. Reflection/Evaluation: ​  

Compare to what we had in mind initially, we made a dramatic change in our project, because as we goes on with coding and finalizing the storyline, many of the initial thoughts were either not achievable or doesn’t have the best compatibility with what we had in the piece so far to we have to keep changing and renew how the story goes. However, those changes we made alone the development of the projects carries out the best outcome, imagine if we stick to what we had a month ago and don’t adopt it according to the user’s feedback etc, we would’t have made the final price to be easily understood by any users and create the best experience for them. Overall I think we achieved our goal, to create a project that is lovestory-based, meanwhile the application and the process has been modified a lot and didn’t follow our initial design but ended up pretty good.

We have achieved the basic interaction elements we designed – two gender storylines, pick up and pair objects and hear the story behind it, and the ending scene that indicates the end of the love story. The goal of design is to create the dreamy scene that indicates its a memory space with realistic real life objects, I think we achieve the goal according to users feedback, however we should have worked more on limit the movement of the users on the red carpet since most of them will try to get out of the playing area and explore what’s beyond there.

4.Reflection after IM show:

The IM show provides a great opportunity to let the non-knowledgeable users to test our project. Overall it went pretty well, people liked the idea of the love story and the wedding scene design and they shared different feelings they have after playing the game with us. However, few things worth noticing, that most of the new users need to be educated of how the VR system works, from how to use the handle to how to teleport. In playing our game, specifically, most of the users don’t follow the instruction, or maybe because the instruction wasn’t clear enough, that users just put everything into the box instead of pairing them up; When user figure out the an audio will be triggered to play after the two objects are matched, they will just put the two objects together instead of putting them into the box.

Therefore I think we still have room for improvement, including visualizing the instruction to make it easier for users to understand, and making the two objects collusion only validate when they collide inside the box.

Most of the users don’t follow the instruction, or maybe because the instruction wasn’t clear enough, that users just put everything into the box instead of pairing them up
Most of the users don’t follow the instruction, or maybe because the instruction wasn’t clear enough, that users just put everything into the box instead of pairing them up
When user figure out the story will be triggered to play after the two objects are match, she will just put the two objects together instead of putting them into the box

Project #3 Documentation

Project Description

MemoryBox is an immersive experience for people to explore the love story buried in one’s memory. The aim is for users to interact with objects in the environment, and form their own understanding of the story based on how they interpret the hint they get from the scene. The experience was set inside someone’s memory, and user, upon they entered the scene, would have the choice of deciding whether they want to hear the female version or the male version of the story. After they make the choice, they enter an empty wedding scene inside the memory, and there are multiple daily objects and a cardboard box on the red carpet. Users will be instructed to pick up the objects, and put them into the box in pairs. There are five pairs of objects, the voiceovers triggered by which, when organized in order, make up a whole story, and one single object, which is supposed to be the “leftover” and the end of the story. However, the order in which user puts objects into the box does not matter, because we wanted to provide the users with freedom to interpret the story and blend in their own imagination. When all the objects are put into the box, the box will disappear, indicating that this story is erased from the memory.

Process and Implementation

The tasks were divided into two parts: environment and interaction. Initially I made a prototype to test out whether the pairing of the objects we chose make sense to the user. However, we failed to find prefabs for some of the objects we wanted, such as passport and flight ticket, and we had to modify the storyline a bit based on what kind of prefabs we were able to find. After having all the objects placed in our environment, we felt like rather than situating the scene in an abstract environment, a more realistic scene will make the interactions more intuitive for the user, so we decided to use the wedding scene as our environment. For the skybox, we used a skybox for a city at first. Then during the play testing, people said they were distracted by the skybox a bit and were really focusing on the details. Thus we decided to change the skybox to a more abstract one, which could at the same time strengthen the dreaminess of our scene.

our scene with skybox of city view
our scene with skybox of nebula

My main task was to make the objects in our scene interactable, and to trigger different effects. By adding the interactable script and the throwable script to each object, and checking collision between the paired objects, I could attach the story pieces accordingly. When positioning the objects, I made sure that everything is placed within the play area, so that user can definitely reach the objects by walking around, which makes the experience of cleaning up and pairing up objects more real. Then during the play testing, we found that players might want to through objects away, and by doing so, they will never be able to get them back. To address that problem, I added a box that is the same size of the play area and made it transparent. Then by making the box collider as “isTrigger”, I checked whether the object stayed within the box. If not, I will reset the position of the object to its original position.

Then when Vivian and I was testing the game, we thought it is weird that the game does not have an ending scene. We initially thought about adding an animation of the box closing, when every object are put into the box and paired up. However, since the prefab we found for the cardboard box cannot be animated, we decided to make the box disappear, and have some visual effects when all the story pieces had been played. And for the first scene, as we planned, I set up a menu that allows user to choose which side of the story they want to hear about, and there’s also an instruction on the menu. The instruction was made “unclear” by purpose, so the user kind of know there task is to pair up objects, but do not know what they will see and what will actually happen in the scene.

Here’s some videos of people playing with our project during the IM showcase.

Reflection/Evaluation

Two main takeaways from this project:

  • Details matter. Most of the issues I had during the process were due to my ignorance of details. For example, in order to make an object to be movable, the box says “static” should be unchecked.
  • User do not always read the instructions. Even if we did more that three rounds of user testing and made adjustments to our project based on the feedback, our project was still kind of “hacked” during the showcase. This is true for all the IM projects I have made in the past: users can always interact with your project in an unexpected way. User testing is really really important.

I liked the idea of our project, but I hope if we have chance in the future, we can turn it into something more than an interactable love story. I always believed that VR can be an effective tool to assist with the treatment of mental health problems. If we can dig deeper into the story, we might be able to come up with a project that helps people who suffer to recover from their breakup.

Project 3: Development Blog

This project was inspired by one of the cities in Italo Calvino’s Invisible Cities. We wanted to create an environment where the actions of the user on the ground below, would affect the movements and positions of the stars.

Initial Environment Sketch
Original Storyboard

Lauren and I started off by making a very simple prototype with a plane and several cubes. We managed to map the x and z positions of the cubes on the ground to a cube in the sky when it was picked up and moved around.

The island environment is built out of a terrain with a grid of several water tiles forming the sea reaching the horizon. We found a unity asset pack with several realistic rocks we could use and a starry skybox that we liked. The stars are spheres with a glowing material attached to it.

Each of the stars has a script attached to it that maps its location to the x and z of the rocks but multiplied, making them further away in the sky and operate on a larger scale. It also adds an acceleration to the star if the player chooses to throw the pebble off the island.

The throwing of the pebble created an unintentional fun feature. Starts often loop the loop into position and it felt like throwing the stars into their positions in the heavenly mantle. We decided to make this a main feature of the experience, rather than just rearranging stones on the island.

We added a particle system to each of the stars that leaves a trail behind it. This added the feature of being able to draw in the sky by moving the stones. We made the particles become smaller, yellower and more transparent with time.

User testing was a lot of fun. Some people stood and twirled around, some lay down on the floor as if they were stargazing and drew in the sky. Users learned pretty quickly to turn their attention towards the sky in the interaction.

We sourced some relaxed but fun and mysterious music from the free music sources on Youtube.

We realized that the experience needs a good ending scene. Something needs to happen after all the stones are thrown. Do they respawn or come back? Does the sun rise and restart the game? does another dramatic event happen?

We settled on creating a particle system that surrounds the player with stars that emerge from the center of the island and hover like fireflies. We made a second script that activated the particle system once all the stones were below a certain point in the y axis (after several different ideas of how to do this, this one worked best. This was to be accompanied by a change in music to something more dramatic. Changing the music proved to be the most tedious task but it eventually worked out!

Several people played the piece and we got some good reactions!

Project 3 Documentation – Cursed

Project: Cursed

Partner: Nico

Project Description

Cursed creates narrative through a game-like approach. The user starts off placed in a strange place: they are surrounded by ruins in a forest, though it is still a bright and sunny day.

In front of them is a golden dragon statue sitting on a podium, like it is waiting to be picked up. But when the user picks it up, the podium suddenly goes down, everything becomes darker and spookier, and a voice evilly laughs and says “the curse has been released…now you must protect the statue or risk releasing the curse forever.” A sword then drops down from the sky in front of the user, and monsters randomly come out one at a time from one of the four gates surrounding the user.

From here, there are several different possibilities. The “winning” possibility is that the user either uses the sword, stones, or a combination of both to kill forty monsters, all without dropping the statue. When this happens, it becomes bright and sunny again, peaceful bird chirps can be heard, and the voice says “congratulations…the curse has been contained, and peace will be restored.” However, there are two ways the user can “lose.” The first is if a monster touches the statue, and the second is if the user drops the statue on the ground. When this happens, the lighting becomes darker and the voice evilly laughs and says “you have failed to protect the statue…the curse has taken over.” The user can then restart the game by grabbing a floating sphere that appears in front of them, and try again. There is also a cheat to the game – if the user throws the statue into one of the ruins that looks sort of like a well upon restarting the game, they don’t have to worry about holding onto the statue or losing if a monster catches up to them, allowing them to win by destroying forty monsters with ease.

Process and Implementation

This project was largely inspired by an Indiana Jones-type adventure game – we wanted to create a narrative through a game.

Environment-wise, we were inspired by fantasy-like forests, both mystical and slightly spooky at the same time.

In terms of execution, Nico did most of the coding while I did most of the environment and sound design. For the environment, I created a border of ruins to give an arena-like feeling once the game starts. The other idea behind the ruins is that they would spark a slight curiosity in the user, inspiring additional narrative: why are the ruins there? What is this strange place they are in? On the outside of the walls, there are sections of raised terrain so that everything doesn’t seem so flat, as well as trees. Within the walls, there are more trees, rocks, logs, mushrooms, and grass to fill the space. Nico created a layer to place all of these objects in so that they wouldn’t disrupt the monsters’ path.

Another part of the environment design was changing the skybox and lighting to help set the mood within the “cursed” narrative. Before the user picks up the statue, it is a bright and sunny day. When the user picks up the statue, it turns dark and gloomy. When the user wins and the curse has been contained, it becomes bright and sunny again. For these changes, I used code to change the skybox material as well as the ambient intensity.

For the sound design, there are three major components: the voice instructions, the background music, and the sound effects. I ended up combining a few sounds together in Audacity in order to get the desired sound for the voice instructions and some of the sound effects. The purpose of the voice instructions are to help with the narrative – I think that if they weren’t there, it would be a little confusing for the user to know what to do or what is going on. This was also something we learned throughout our play-testing and feedback sessions. The background music was also selected to help put the user in a certain mood – there is scary, ominous music playing while the curse has taken over, and peaceful ambient bird chirps playing after the user wins. As for the sound effects, such as the monsters being destroyed or the podium moving down, they are there to create cohesiveness and to enhance the interactive experience, giving the user auditory feedback for their actions.

Reflection and Evaluation

Overall, I’m really happy with how Cursed turned out. I think we successfully created an experience in which the user experiences an adventure-like game within a narrative, taking them through emotions from curiosity to panic to determination, and if they win, triumph and relief. If we were to expand on this project, however, I would like to focus more on the experiences the user has before and after the game component. Perhaps there could be more they can interact with before they happen to pick up the statue, since the user doesn’t really have anything to do besides maybe look around for a couple seconds and then pick up the statue. There are also many unanswered questions – why exactly is the user in this place? Where is this place? Why do the monsters want the statue? Who does the statue belong to? If we were to work on this project more, these would be the questions I would want to focus on answering.

Development Blog 3

We added the function where when the user inserts an object into the pot, the pot reacts by blowing out colorful bubbles. We tested different colors, sizes, textures, and speed of the bubbles so that they enhance the experience. We finally decided that we will use a gradation of colors, beginning from pink, then turning, purple, and then lastly blue to appeal more aesthetically. 

We also came up with an introduction narrative like the following:

“Do you see the objects flying around? Well actually, they only look like they are flying to YOU. You have been poisoned, and the hallucination is only one of the thousand side effects. If you want to survive, gather the ingredients to make your antidote. Of course, find the recipe first. You have two minutes until the poison takes over you and you will become a nobody. Good luck!”

I asked a male friend of mine to do the voiceover, and this is the end product.

Detoxification Introduction Voiceover

Galaxyze: Development Blog 02

Following my previous post, we progressed more to make the vr environment more immersive and aesthetically pleasing.

The vr environment now looks more realistic and complete with the addition of these assets:

  • rocks of different size and shape
  • island terrain
  • water surrounding island

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When we were play-testing our prototype last time, we noticed how people were throwing away the rocks into the water (of course they’d do this…). Several solutions were proposed, such as making ripple effects or making the rocks bounce back at the player if thrown too far. We decided to add trails to the stars as they move so players can feel free to “draw and paint” on a blank canvas in the sky.

We achieved this by adding a particle system to each star. We then tested it out on game view, trying out different features to decide on the best effect. Here’s a video of what it first looked like:

the star trail…

As you can see in the footage, the trail at first looked like little blobs multiplying over time. To make it look more appealing, we made the following changes:

  • color: turn from yellow to white
  • opacity: fade out slowly over time
  • speed: create a total of x number of particles at a rate of y each time.

We also edited the code of the rock-star movement so that the z value of the star is being multiplied by a number, making it move not directly above the rock (on the same axis), but a little bit to the side. This resulted in the star moving

more realistic star trail! (ft. our midnight happy squeals)

We then proceeded to add music in the background. This contributed a lot to make the experience more mysterious and adventurous. Here’s a video of Max play-testing it:

Max having the time of his life with not one but TWO controllers!
Junior fascinated by the experience!

There were also a few bugs here and there which we fixed, such as how some of the stars weren’t corresponding correctly to the rocks’ movements (being stuck within one area) and some stars not having the right trails.

More thing to work on:

  • adding texture to the moon
  • the final scene when all rocks/pebbles have been used up
  • sound

Galaxyze: Development Blog 01

Shenuka and I decided to name our project Galaxyze. We thought it was a fitting title considering how our vr environment features stars, the universe, and connecting with the world “out and above.” We also thought using “-yze” made it look like an action verb, which suggests that the players have to do something in the game – to draw and create constellations, patterns, and trails in the sky with little rocks on the ground.

We started out by creating a small plane for the ground and adding a star-filled sky for the skybox, as well as adding little cubes that we’ll later transform into rocks and stars:

Galaxyze in its initial stage

We also worked on a prototype of the first interaction between the player and the world. We imagined the player to be able to pick up rocks on the ground and then be able to see a corresponding star copying and reflecting its movement. We achieved this by essentially creating two cubes – one on the ground and one elevated in the sky, and sending the y position of the cube below to the one above. You can see Junior playing with our prototype in the video below:

Junior testing out our interaction prototype

I was also delighted to find that the players who tested out our protytpe began sitting down to observe the object in the sky better (see pictures below), as this looks more like the experience we were going for – sitting on an island and looking up into the sky to watch the impact one was having and creating. It was great to see people do this because we didn’t instruct them to do this in advance – the environment and interaction had apparently made it intuitive and natural for them to play it in this way.

Junior sitting down to enjoy stargazing and galaxyzing to the fullest! 🙂

After presenting this to the class, we received some feedback that we’ll be working on next:

  • how to signal players to look up at the stars? – sound? visuals? shadow on the ground?
  • create more rocks and stars
  • more environment visuals
  • how to make interaction more interesting – more than just the star copying the rock’s movement – creating trails?