Thesis: Shrinking

(Updated to include videos)

In the prototype for the Dec. 1st critique, I tested two different kinds of transitions where:

  • It seems as though you are changing (in this case, shrinking) relative to a space
  • It seems as though the environment is changing (in this case, growing).

From here, I can observe how peoples reactions may differ. I’m especially interested in their:

  • Sense of control
  • Orientation/disorientation
  • Spatial understanding/confusion

 

soupstoryboard.png

The first transition was technical improvement on the lake shift. It took a frustratinghallstoryboard.png amount of time (and lessons from friends) to figure out the Unity side of this. The transition still isn’t completely smooth. For example, sometimes you will see the edge of a platform appear beneath you. However, I now have a better understanding of how to affect the camera script, which has unlocked possibilities for other approaches to scene changes.

I also added a script making the hall and sky change colour as the player walks forward, essentially giving them control over the time of day. The next step to strengthening the shift between the school and the mystery book world is sound and shadows.

 

 

hexroomstoryboard
The white sections are invisible meshes Unity uses to know where the player isn’t looking. (Something tricky will always happen behind them)

Creating the second scene also required learning a new tool. Instead of using triggers to see where the player is looking and standing, I’m using meshes to see if the player is not looking at a spot (a spot where something needs to happen). This method is more straightforward and does not rely on a specific screen size. In this scene, the space changes shape and grows larger as the player walks and looks around inside. It uses 7 different room models, positioned in the same spot.

Later, I may add in a small time delay to ensure a gradual transition that prevents changes from happening all at once. Delineating the walls is another issue. I used a light for this demo, which does not achieve the flat shaded look in the other scenes.With the shape of these 7 rooms, it is impossible to follow a dark-light-dark-light pattern of “artificially” lighting the walls. A solution may be to add features such as windows or decorations to each wall.