Week 7: AR Comic development + General Redesign

(1) Finished setting up the AR video players– shakiness is a problem, perhaps because of the quality of the markers. The video players on a plane are a temporary solution, as they do not take full advantage of panels in an AR space.

It is worth noting my first user test shed light into the role of AR in this experience– the user found that constantly taking out their phone for the closs-platform experience wasn’t always satisfactory or justified. They wondered if more could be done to justify the AR portion of the story, i.e. to define why it is that the comic isn’t just fully in-game.

(2) I did some work to add contrast to the UI and improve readability. I changed the fonts and colors.

(3) Instructions along quadrants to help the player map out space and guide them along existing puzzles.

(4) Tree trunks were also added to hold the instruction signs and define more quadrant delimitation.

The tree trunks further solidy the concept of the gameworld as a table-top game.

(5) Began working on a day/night cycle that also responds to the speed control script. The less a player moves the more possible it is they will get to experience night.

(6) Some design changes to make the world more atmospheric — sun shafts and tree particle systems (that also respond to speed control). The particle systems were also a tool in optimization, as I couldn’t have all organic systems procedurally generated as the project stands now.

(7) SFX for cigarette burning (particle system)

(8) Final puzzle – AI with NavMesh dynamic labyrinth, click to move grandma model (which moves slower) and have her meet running Romaine.

(9) Setting up last scene — in game comic