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.

No comments:

Post a Comment

Search This Blog