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GAME THEME:

SPACE

Players play as the Pilot Astronaut in a spaceship, and must safely transport passengers to another planet. Their role is to use the controls to prevent asteroids from damaging their spacecraft as well as undertaking repairs.

RESEARCH -

The point of this research is to provide players with a realistic representation of a spacecrafts environment/the roles a pilot astronaut would have.

WHY SPACE? - Ideation>Initial Idea 

Ideas for design are coloured GREEN.

What is a Pilot/Commander Astronaut?
Astronauts have different roles and positions with different responsibilities. Pilot astronauts serve as either commanders or pilots. They are responsible for the vehicle, crew, the missions success and safety. Pilot astronauts also control and operate the shuttle.

Fun Fact - Pilot Astronauts must be 64-76" tall! (5'3-6'3)

Idea: give players the view from the average height required.

What is a Spacecraft?

"A spacecraft is a vehicle or machine designed to fly in outer space. It's used for a variety of purposes, including communications, Earth observation, meteorology, navigation, space colonisation, planetary exploration, and transportation of humans and cargo"

Players have passengers onboard, possibly crew who are depending on them to transport them safely to another planet in order to explore.

https://en.wikipedia.org/wiki/Spacecraft

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Spacecraft - Piloting Controls

 

Players main objective is to multitask between their flight-deck/cock-pit controls to monitor their spacecraft and avoid incoming asteroid damage.

 

What are the main piloting controls?
 

ORIENTATION

https://scifiinterfaces.com/2014/04/25/piloting-controls/

https://en.wikipedia.org/wiki/Yoke_(aeronautics)

 

Pitch - tipping the nose of the spacecraft up or down.

Roll - tilting the left or right around an axis from the front to the back of a spacecraft.

Yaw - moving the nose left or right around a vertical axis.

Players can use these rotation methods to dodge asteroids. Can move away from the direction they travel. Will require some sort of steering method.

When rotation/movement takes place, outside view should change.

"The pilot control system is fly by wire with manual or autopilot mode"

Interface: Primary, secondary, and high-lift controls. Position and force sensor assemblies.

Controls: Wheel yoke assemblies, brake and pedals with sensors.

NAVIGATION

https://spaceplace.nasa.gov/gps/en/

1. Designing a trajectory which establishes the planned path of the flight. (This is Mission Design)

2. Keeping track of the position while flying, this is called Orbit Determination.

3. Flight Path Control is to bring the spacecraft back to the trajectory if it strays.

Navigation Satellites:

Provide positioning, navigation and tracking position of the spacecraft. (Sometimes require repair)

Cock-pit can consist of a navigation display - shows players where they are and can warn them of nearby asteroids.

Satellites can take damage outside ship meaning they'll require repair. (Research Zero-G)

Satellites - know where they are at any given time.

Receivers - constantly listen for signal from satellites. Used to work out how far they are from them.

Once the receiver calculates its distance from the satellites, it knows exactly where you are positioned. 

YOKE

A yoke is known as the control wheel or control column.

This is used for piloting 'fixed-wing aircrafts'. In this case, the spacecraft.

When the Yoke is pulled back the nose of the aircraft rises. When pushed forward its lowered. The movement of the yoke changes the aircrafts orientation. (Above)

The most common styles come in a U or W shape.

They are precise and provide more visual feedback to pilots.

 

The Yoke can be used as the main steering device at the front of the cock-pit. Enabling players to rotate their spacecraft.

YOKE/STEERING CONTROLS - MOOD-BOARD

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SYSTEMS - Surviving in Space

https://www.nasa.gov/feature/top-five-technologies-needed-for-a-spacecraft-to-survive-deep-space

I researched into the systems required, in order to survive in Space. This can be used towards my ideation and how players control or monitor their Spacecraft. For example what controls their spacecraft will require.

(Design of their cock-pit/flight deck controls)

 

  • Spacecrafts require systems to live and breathe.

  • High-tech systems are required to remove CO2 and humidity from inside the spacecraft. This ensures the air is safe for the crews breathing. Control panel can consist of dials which Player must keep level throughout. (Temperature and Co2 levels) Too hot/too cold can lead to mission failure.

  • Water condensation on the vehicle is controlled to prevent sensitive equipment or corrosion.

  • Further spacecraft travels into space, the more heat it will generate. Because of this it requires technology to help withstand high temperatures - during re-entry through earth. Can be around 5,000 degrees Fahrenheit.

  • Computers to send commands in the event of a disruption. Warn passengers of damage through signalling, using buttons? Keep them reassured - links with essential experience, being depended on.

FLIGHT-DECK INTERFACE DESIGN

https://www.linkedin.com/pulse/amazing-transformation-flight-deck-interface-rebecca-sweeton-/

Apollo 11 - 1969

  • Consisted of hundreds of controls and displayed

  • Located in the cabin

  • Switches, Dials, Meters, Circuit breakers, controls and displays.

  • This was to control spacecraft and monitor performance.

Discovery (1984)

  • Over one thousand switches!

  • Buttons and joysticks were used to operate the Spacecraft and its systems.

  • Commander would sit on the left and the Pilot on the right.

Dragon Endeavour (2020)

  • Controlled completely by touchscreen computers.

  • Consisted of only a few buttons which were used to trigger emergency operations.

  • Had a manual control option.

  • Spacesuit gloves were designed to function with touchscreens.

  • Provides real-time information - such as its position and environment on board.

I prefer the idea of a more futuristic set up, modern design, less controls but more fascinating interactions.

CONTROLS - MOOD-BOARD

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INTERFACES

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What is a Spacewalk?
 
An EVA - Extravehicular Activity.
Spacewalks allow for Astronauts to work outside their spacecraft while still in Space. They can repair satellites or spacecrafts in space rather than bringing them back to Earth.
The first spacewalk lasted 10 minutes long.
Repair tasks can take place outside the ship by performing a spacewalk. Repairs can be timed/only take a few minutes.
What is required to do so?
Astronauts must wear spacesuits to keep themselves safe. They are pressurised, meaning they are filled with oxygen. This is provided to allow astronauts to breathe in zero-gravity.
Why?
Breathing pure oxygen gets rid of the nitrogen in an Astronauts body. If not, they might get gas bubbles in their body which causes them pain in "The Bends". A name given to the shoulders, elbows, wrists and knees, because gas bubbles effect places where the body bends!
Can use breathing sound effects to achieve realistic sound of players wearing a helmet in space.

SPACEWALK - MOOD-BOARD

How?
https://www.nasa.gov/audience/forstudents/k-4/stories/nasa-knows/what-is-a-spacewalk-k4.html
 
Astronauts must leave the spacecraft through two airlock doors.
Airlock doors - Airtight so no air can escape.
They must go through the first door, lock it behind them and then proceed through the second. This must be done without any air getting out of the spacecraft.
Players can exit the ship through airlock doors to perform repairs. If they do not shut one door they can feel/experience the effects/consequences of this.
Haptic Feedback to simulate this interaction.
They also use Safety Tethers. These are almost like ropes. One is hooked onto the astronaut and the other is connected to the spacecraft, so they remain attached. This is so they do not float away into space.
Can be a vital requirement before players perform a repair task - protocols/procedures.
SAFERS - Simplified Aid For Eva Rescue. Worn like a backpack, and uses small jet thrusters to allow astronauts to move around in space if they were to become "untethered" somehow. The Safer helps them fly back by using a small joystick.
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NASA'S SPACE SHUTTLE
https://www.space.com/10727-nasa-space-shuttle-spacecraft.html
 
ORBITER STRUCTURE:
FLIGHT DECK - Where controls are found, allows ship to be manually piloted.
MID DECK - For passengers/crew.
AIRLOCK - Airtight passage, leads outside. Consists of two airlock doors/latches.
EQUIPMENT BAY - Cargo, Avionics, Oxygen tanks.
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INTERIOR - MOOD-BOARD

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INSPIRATION THEME
I would like to look into a more futuristic art style because I feel this would fascinate users and excite them. I prefer a more modern approach, to give players the feel of somewhere so distant from reality/fantasy environment.
ASTEROIDS
https://solarsystem.nasa.gov/asteroids-comets-and-meteors/asteroids/in-depth/#:~:text=IntroductionAsteroids%2C%20sometimes%20called%20minor,.
  • Asteroids are "rocky remnants" from the formation of our solar system billions of years ago.
  • Most asteroids can be found orbiting between Mars and Jupiter, within the main asteroid belt.
  • They range in size - 530 kilometres in diameter and less than 10 metres across.
  • They have irregular shapes and often cratered. But a few are almost spherical!
  • The speed at which they hit is around 85,000 miles per hour.
In terms of my game concept, Asteroids are the main risk so in-game space will consist of many more, in larger sizes. They will be travelling towards the players Spacecraft and will cause damage to different elements of the ship depending where they hit.

SOUND/AUDIO -

Using realistic sound effects will help to achieve an immersive experience. This is really important in achieving my essential experience, because I want players to be as immersed as possible, and engage with their surroundings as if they are really there. Audio can also convince players of this - the more real it feels, the more in control they will need to be in order to perform well.

  • Surround sound can be used to capture distant sounds. (Engine room)

  • Sound effects when pushing buttons or moving dials.

  • Asteroid explosion noise.

  • Audio to represent sound in space, as well as players breathing in a helmet.

ASTEROIDS - MOOD-BOARD

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HOW WILL I USE THIS RESEARCH?
I will use what I learned through my theme research to make the player's experience as immersive as possible.
 
I will also combine real elements of space and the interior of a spacecraft with my own, to achieve the virtual environment design​ and establish how players can interact with things.
The next part of my ideation/development:
I will develop my initial experience map by gamifying elements I learned from my research as well as gathering feedback on this.

ZERO-GRAVITY

After developing my experience map and gathering feedback, I have implemented the use of Zero-gravity into the experience. This gives players the chance to experience the feeling of zero-gravity and simulate the interactions that take place.
I want to represent the feeling of zero-gravity through Motion and using the toggle on the Touch controllers to rotate camera angles to do so. My research will help to achieve this.

ZERO-GRAVITY RESEARCH

Research Link:
https://www.nasa.gov/audience/forstudents/5-8/features/nasa-knows/what-is-microgravity-58.html
 
What is Zero-Gravity?
Zero gravity is a state which there is no force of gravity acting on the body.
What is Micro-Gravity?
"Microgravity is the condition in which people or objects appear to be weightless". This can be seen when astronauts and objects float in space. 
Micro = very small from the greek word "μικρό". This refers to the small amount of gravity in an astronauts spacecraft. Zero-gravity is known to be a misleading term because a small amount of gravity can be found in space. Gravity causes Earth to orbit the sun.
 
In a vacuum, gravity causes objects to fall at the same rate. But if there is no air, all objects fall at the same acceleration. Because of this in a spacecraft, objects appear as if they can float. The crew and objects aboard fall together, appearing as if they float in comparison to the spacecraft.
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Interaction with objects in Micro-Gravity

Crew & Objects appear like they're floating.

Astronaut performing a spacewalk in Space.

How do I achieve the effects of Micro-Gravity?
When performing a spacewalk Astronauts go through necessary protocols beforehand. The players will also go through these protocols before facing the micro-gravity environment.
I recently played the Mission ISS experience designed by NASA where I experienced the feeling of micro-gravity within the space station. This inspired me to look into how they used rotation to achieve this. I used the toggle control to rotate the camera angle which made me feel queasy! I was then able to pull myself through using the bars provided on the walls around me.
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Game Reviews>VR Game Analysis>Mission ISS
Pulled through by grabbing/clenching onto bars with both triggers.
Or by using left toggle to go forward, left or right. Right toggle was to change rotation.

Moving positioning in the space station.

View of the station when looking forward.

WEIGHTLESSNESS:
https://www.esa.int/ESA_Multimedia/Images/2020/11/Weightless_in_virtual_reality
 
The way to achieve the feeling of being in a zero-gravity environment is re-creating Weightlessness.
 
We have adapted to our environment where gravity constantly pulls us down, but when this is disrupted e.g. in Space, we experience disorientation and sometimes motion sickness.

A way to achieve the feeling of being weightless can be by using a physical contraption which allows players to experience the motions of micro-gravity. This can be by constantly moving players even when their body is completely still and potentially lifting players off the floor! (Through rotation, slow and steady movements) However, this is something I cannot develop myself, so I have looked into other ways of achieving similar.

MOTION TRACKING:
https://www.vrs.org.uk/virtual-reality-gear/motion-tracking/
Motion Tracking digitises a players movements and represents them in the virtual environment. During my experience Players will be exploring their spaceship and space therefore will require full body motion capture. This is how players physical movements will be interpreted in the virtual environment, such as reaching out and grabbing objects or pulling themselves through the microgravity environment.
WEIGHTLESS ENVIRONMENT:
Creating a weightless environment, Players must have the freedom to move in any direction and view the space from any angle. This is how I will achieve a micro-gravity environment.
In this environment, I will have objects floating around the player which they will be able to interact with. Such as food items or a small toy ball.
To have the player experience the feeling of weightlessness, their view of their environment must be be constantly moving, making it appear as if they are floating. I can then use motion to achieve the effect of travelling fast, towards one direction, as if they are weightless.

Toggle on the touch controller can be used to move forward, left or right and because Players are freely moving, they will be able to rotate their view of their surroundings. For example they can use the right toggle to essentially appear "upside-down" - which is actual impossible in microgravity, every way is the right way up. Crew will be seated and appear upside-down when players rotate their view.

Players will be able to grab their environment and thrust themselves forward, re-creating the feeling of weightlessness.

SPACE VISUALISATION

Research Link:
https://interestingengineering.com/9-incredible-visualizations-of-space-to-help-you-understand-the-cosmos
 
SPACE VISUALISATION
The Solar system is made up of empty space. There is a lot of space between planets which is - "why it would take NASA and SpaceX up to 300 days to get humans to Mars".
During my development I implemented the use of microgravity environments within my game. One being a microgravity room where players can communicate with their Crew, and the other being outer Space, where players must complete repair tasks.
Representing the emptiness of space:
In order to represent the emptiness of space, the outside environment will be very simple. I thought about designing Space with other planets visible as well as stars, however this would be a false representation of how empty it really is.
The only thing that I will represent in my environment design will be the Sun. Asteroids are normally found orbiting around the Sun, therefore this is something to consider when designing the environment - Light.
How can I do this?
  • Simple environment
  • As little sound as possible. Players should only be able to hear their breathing. This emphasises the idea of them being in the middle of nowhere.
  • Players view will be restricted past a certain point, essentially 'empty' Space will be surrounding them.
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