Posted in 4th Term, Project Development

In game UI

The bottles in the market place can be held by users through collider and OVR grabbable component.

The exit user interface serves as a purpose for user to exit the game if wanted. A transparent GameObject collider near the exit user interface will trigger the Exit script, in which a canvas appears with Yes button and No button. Both Yes button and No button have GameObject colliders placed, where Exit Game script or Remain Game script is attached to each of the colliders. The Exit Game script has a scene manager to return to the Main Menu.

Posted in 4th Term, Project Development

Mission Two

Similar to how it is done in Mission 1, a collider GameObject is used to trigger a dialogue script about the instructions to Mission 2 – to get corn bags from the tailor shop owner.

There is a ‘Next’ button which is a collider so user can click to the next page of the instruction Obtain Corn Bags from NPC Hayler (Tailor shop owner). Similarly, a collider GameObject is placed near Hayler to trigger the dialogue. Hayler will inform user that he ran out of cotton to make corn bags, and asks user to buy some cotton from the store.

User is free to roam around to make some interactions or to go to the store directly to buy cotton.

Interact with NPC Brandon (Son of Village Mayor) Brandon is located at the Marketplace. User can interact with him to have a chat and learn about food waste. The interaction concept is similar to other NPCs, where the dialogue script is triggered by a
transparent collider GameObject near Brandon.

If user decides to continue the mission, user will have to walk to the store as stated. A GameObject near NPC Alice (Store owner) will trigger the next scene.

Posted in 4th Term, Experimentation, Project Development

Unlocking Map Cut Scenes

These Cut Scenes are planned to put in between the missions. When user successfully achieve the aim of a task, the next map will appear. Animation was created and put into the buildings.

At the beginning, I thought of creating the whole terrain to rise up from the ground. However, I was told that terrain in Unity could not be animated. Instead of creating the whole terrain to appear, I change it to only the buildings will be rise.

In this animated gif, buildings will rise. Sound effect of landslide will be played in the background. Once animation ended, next mission scene will be triggered.

Posted in 4th Term, Project Development

Mission One

Once user is in Scene 1, there is an arrow object above Lilia to direct user towards Lilia.
A GameObject collider is placed near Lilia to trigger the dialogue script when user is near Lilia. Mesh renderer is unchecked so that the GameObject is transparent. The dialogue is a canvas with dialogue text consisting instructions to Mission 1.

The canvas also consists a ‘Next’ button collider, which is a layered UI attached with a script to allow user to click to the next page of instructions. Once user finishes reading the instructions, user can start the mission of planting crops.

A GameObject that simulates a wall is placed at the farm to avoid the user walking around the farm before obtaining instructions from Lilia. The mash renderer component is removed so that it is transparent, and a script is attached to the GameObject so that it will disappear after user has spoken to Lilia when user can start helping out at the farm.

Now, user will start on mission one which is to plant crops. User will look for collider seeds that are located on the table near the barn. Collider seeds are enhanced with OVR Grabbable so that user can take the seeds to the soil. User can only take one seed per hand, so two seeds each time using both hands.

Next, user will throw collider seeds onto the collider soil. A script named Corn is attached to the collider soil to start the corn growing process and growth status bar once the seed gets planted into the soil.

The growing corn is a collider which has an animation for the growing process, while the growth status bar is a UI which also has animation to show how much the crops have grown. A GameObject is placed above the soil, which collides with the growing corn once the corn reaches a full growth height. A script is attached to the GameObject to allow user to harvest the grown corn. Mesh renderer is unchecked so that the GameObject is transparent. The user then needs to use the sickle collider to harvest the corn.

In the farm, user can also interact with animals by touching the duck, sheep and cows. The animals are colliders with additional audio source and audio script components to enhance the interaction experience.

Once user has completed harvesting corns, user can go back to Lilia to inform the completion of Mission 1. Collider GameObject is placed near Lilia, with mash renderer unchecked and script with scene manager attached to trigger to next Game Scene.

Posted in 4th Term, Project Development

Cut Scene 1

Cut Scene 1 is a transition from the Game Intro scene to Game Scene 1. The actual plan was that user will exit the room and appear at the front door of Lean’s (the farmer) House. However, this plan was unsuccessful because it was bored and random.

Therefore, this cut scene becomes an intro animation where user will appear in a vehicle that is moving towards the farm. Once the user’s vehicle is near the farm’s parking lot, there is a GameObject collider to trigger into Scene 1. The GameObject has unchecked the mesh renderer so that it is transparent.

Posted in 4th Term, Project Development

Game Intro

Game Intro scene serves as an introduction scene. User will begin in a setting where the user sits in front of a table in his village home. There are a number of items in front of him, including phone,‘Play’ button, book and map.

The phone is a collider object that immediately rings in Game Intro scene using an audio source component. OVR Grabbable is used to allow the user to grab the ringing handset. Audio script and audio source are attached to the object to trigger a conversation from Lean, the farm owner, regarding the situation in the farm.

Play button is a collider that allows the user to start the game. The user can grab on the Play button controller to start playing. A script is attached to the object trigger to Cut Scene.

The book collider is mainly an interactive tool that user can interact with. It is enhanced with OVR Grabbable to allow user to hold and drop the book.

Posted in 4th Term, Project Development

Main Menu

The image above was my first design of Game Main Menu. There was a image Ui canvas with buttons, including start game, tutorials, achievements, credits and quit button. Unfortunately, the visual of this UI was bad and blurry especially when I look in VR headset.

After a long time developing other scenes and function. I had planned to redesign my Main menu. Removing the other buttons as I had planned to present them in another method. This is the new Main Menu design. The buttons was designed 3D. It creates more dynamic design to my scene. In this development, I learnt that the main menu is the first game impression of my project.

Posted in 3rd Term, Experimentation

Oculus Link to Unity

Before we plug in the Oculus Link to your desktop, we have to download the Oculus App into our desktop and phone.

Set up your Oculus Quest. Plug in your Oculus Link to your desktop! You will have to enable USB debugging inside your Oculus Quest.

Now, turn on your Oculus Quest and connect the wifi to the same IP as your phone and desktop.

On your handphone Oculus App, go to your Settings. Connect your Oculus Quest Device as well as your desktop one. Then, open the drop-down of the Device in your handphone Oculus settings. Turn on the developer mode.

After that, turn on your SteamVR. Then, put back your headset, enable Oculus Link.

Inside your headset, we will be load into your SteamVR room. Press the home button on your R Touch, select the virtual desktop.

Open your unity file in your desktop and press play. Your Quest will enter your game scene instead.