Virtual Reality – Level
Many games incorporate a level that serves as the tutorial for players to understand their game’s controls and mechanics. Some of those tutorial levels are either one-off or do not involve the mainline story. We have decided that our tutorial level will not only serve as the tutorial but be apart of the story. Without spoiling too much of the project, the player can choose between Xavian or Hathor and, they will enter this Virtual Reality environment as a form of warmup before a special event. Once you’ve reached the end of the level, the story will continue.
Below are pictures created by our Conceptual Artist, Simon. These show the development process of creating the layout of the VR Level. We wanted to keep the design simple, but intuitive at the same time. It breaks down how the player will navigate through the VR Level.
If you’re a fan of Tron Legacy or the original Tron movie, then you will probably notice some similarities. I want to thank our VFX Programmer, Dave, for creating this Virtual Reality shader in Unity. Here are some of the features that are included in this shader. Upon completion, we envision that this level will not contain an organic object but relativity simple geometric shapes that would make a Virtual Reality environment. The shader highlights the edges of every geometry in the level and creates a variety of opacity/brightness for the grid lines. For example, the middle of a large flat plane will have softer/dimmer grid lines that become more pronounced as the player gets closer to the edges. Lastly, comprehension of the level is important in gameplay. With this level begin the first this could be a make or break for new players. We wanted to make sure that the player can quickly comprehend the geometry of the level. So, the shader will differentiate between the ceiling, floor, and wall in the form of highlighting and tinting.
Here are some in-game screenshots of the Virtual Reality. The level is still a WIP, but it will dramatically change as we begin adding more things. We’ll update this post as we move ahead in the development: