343343{"id":26,"date":"2016-10-11T23:13:28","date_gmt":"2016-10-11T23:13:28","guid":{"rendered":"https:\/\/spearmintsblog.wordpress.com\/?p=26"},"modified":"2016-10-11T23:13:28","modified_gmt":"2016-10-11T23:13:28","slug":"spearmint-1-accompaniment","status":"publish","type":"post","link":"https:\/\/spearmints.co\/?p=26","title":{"rendered":"Spearmint 1: Accompaniment"},"content":{"rendered":"
WARNING: IF YOU HAVEN\u2019T PLAYED SPEARMINT 1 YET, GO <\/span>DOWNLOAD IT AND TRY IT<\/a><\/span>\u00a0OUT. IT\u2019S A QUICK GAME; I\u2019LL WAIT HERE FOR YOU.<\/span><\/p><\/blockquote>\n
Spearmint 1 started as an experiment in making and releasing a game in 30 days. Instead, it took about 70 days. I\u2019ll be posting later about the process of making the game and my learnings thereon. This essay instead focuses on what the game taught me about VR game design.<\/p>\n
The motivating\u00a0question for S1 was: \u201cdo small, intricate game-spaces work better for VR than open-area traversal?\u201d<\/span>\u00a0Before VR, almost all 3D games challenged the player to traverse a large open world. You see this in almost every 3D game, whether or not it\u2019s an \u201copen-world\u201d game.<\/p>\n
Developers in VR have sometimes taken the need for large spaces for granted, leading to the many developers trying to understand how to \u201csolve the locomotion problem\u201d without creating nausea (1<\/a><\/span>, 2<\/a><\/span>, 3<\/a><\/span>). The state of the art solution is teleportation. However, I\u2019ve found that when playing a game that relied on teleportation, I\u00a0stop walking around my play space and lose the physical connection to the game that makes VR so special. In short, the headset just becomes a screen.<\/p>\n
This led me to ask: what if I don\u2019t use any teleportation and instead focus on a dense game world that fits inside a living room? This led to the escape-room game you see in Spearmint 1. The game\u2019s theming, puzzle design, and environment detailing were built in service of this main investigation.<\/p>\n
The rest of this essay focuses on some interesting successes and failures gleaned in building this game. Here are some questions to ask yourself before continuing on:<\/p>\n
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- Do you still remember the layout of the space? Is this memory more or less detailed than other VR games you\u2019ve played?<\/li>\n
- Did you feel claustrophobic or constrained? Did you find yourself wondering what was outside the walls?<\/li>\n
- Are there other game types that lend themselves to small spaces? Can they be adapted into VR well?<\/li>\n<\/ul>\n
Interesting Success #1: Sense of space<\/h2>\n
In many ways, the original question about small, intricate game-spaces was answered to my satisfaction. The small room that I created seems to become a real space for players. They know their way around it and explore the entire playspace. I found some good signs of this:<\/p>\n
\n
- Many playtesters tried to lean on the table while thinking through a puzzle. It wasn\u2019t ethereal to them; it was a real object.<\/li>\n
- People smiled during the wire puzzle when they had to stretch their arms across the room. The physicality was novel and enjoyable.<\/li>\n
- A lot of players had fun just throwing the papers around the room and making a general mess.<\/li>\n<\/ul>\n
Even though the room had to be small enough to fit within the average person\u2019s living room, I didn\u2019t run out of space to place things. Adding more detail and systems to the room could easily make for an experience 10x in length. An intricate puzzlebox of a room could be a real joy to play in. However, the intricacy of the space is directly related to time invested by the developer and how many assets they\u2019re willing to create.<\/p>\n
Interesting Success #2: Watchable booleans<\/h2>\n
This learning is focused more on Unity development and not VR in particular. \u201cWatchable booleans\u201d were an ergonomics solution that ended up really punching above their weight. Here\u2019s the challenge: the game uses a bunch of small LEDs to indicate the state of systems in the room to the player. They\u2019re all the same prefab, they just need to be hooked up to different things in the room.<\/p>\n
<\/p>\n
UnityEvents seem like a good fit here, letting you\u00a0tie the behavior of objects together from the editor very quickly. This is good when the same conditions on different objects should have different actions. For example, the condition of \u201cpressing a button\u201d can easily be tied to different actions. The MonoBehavior encapsulates the condition and you specify its action in the editor.<\/p>\n
I created a somewhat analogous tool to UnityEvents: Watchable Booleans. They\u2019re the inverse of the above picture — the action is encapsulated in the behavior, and you specify its condition in the editor. An LED can really only turn on or off; you then say in the editor what boolean value in the scene you want to mate that to. This let me set up the conditions for each light straight from the editor.<\/p>\n