Wednesday, April 21, 2021

Labyrinth VR Experience - Fifth Update

To bring motion and life to the Goblin King's tower, I added in a 2D goblin cutout and a pair of goblin eyes that appear and disappear in one of six random locations around tower room to "enhance" the giggling sound of goblins in the room.

One of my personal favorite goblins.

Niagara effect for the glowing eyeballs. This is a placeholder for the future as I would like to maybe make the eyes blink or perhaps have pupils in the future.

Blueprint for spawning points of goblins in tower.

I'd previously been working on a Niagara particle effect to create bursting bubbles in the swamp, but it proved to be very expensive. I'd recently been using vertex animation textures in Houdini to create waterfalls for Capstone, so I decided that the bubbles might be more interesting looking (and "cheaper") if I did them in Houdini as well.

The effect obviously still needs a little tweaking, but I'm pretty happy with the overall look in the bog thus far:

In order to bring more motion to the Goblin King's tower, I created some flickering lights. In order to make them as easy as possible to implement, I created a BP for a spot light and a point light that allow the user to control all the aspects of the light right in the constructor so it can be seen instantly.

Point light blueprint and demo video.

Spot light blueprint and demo video.

 
Proxy candles to go with flickering lights in tower.  

Redirected walking test to gain extra space along the x-axis. Tested this out in a first person shooter for initial mechanics testing, now to put it in VR for actual testing.

Original movement through game space.

Extra 25% gain.

I've also been tweaking the physics for the door knockers still. I'm struggling with the hinged joints, but the one that you pickup works now! Also I had some dialogue issues, so it was nice to get that sorted.

Sunday, April 4, 2021

Labyrinth VR Experience - Fourth Update

Stained glass window and light "reflection" based on stylized version of the Labyrinth movie poster.

Post processing shader to simulate fog based on scene depth.

Another possible iteration of fog that will help enclose the game space for the player - this is a fog sphere that encloses the bog.

Doors now are updated to show Daniela's model instead of proxy doors. Pivots were adjusted so doors behave as expected, and rotate as if they had hinges.

Additionally, when the player guesses the riddle correctly, the talking door knockers are no longer visible, and ones parented to the door BP become visible instead. This allows them to move with the doors.

Spheres for Quit and Restart in End Credits scene were not behaving properly. Now they will spawn 40 seconds into the level, and if the player overlaps the sphere, they will either quit the experience or restart at the Bog Level. 

Second pass on "dissolve" for magic words that appear in Tower Level. Eventually instead of appearing from the middle, I would like the effect to spawn from left to right. 

Additional Notes:
Made changes to interactive door knockers. "Mute" knocker now inherits from BP_PickupCube VR Template, and no longer utilizes physics joints. Working on improvements to stabilize "Deaf" knocker so the handle doesn't rattle when no one is touching it.
Looking into fluid sim for rocks as they rise so they will create ripples in the water in Bog Level.
Added some location-based sounds to the to help signal to the player to look in a certain direction.

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