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TECHNICAL DESIGN:

(Just a few things you need to know)

REQUIREMENTS

Every players physical surroundings will be different, because of this I've had to adapt a way for players to move around in their environment as an alternative to walking.

This can be found here: Platform Requirements

PROPORTIONS

The proportions of the environment are important because I'd like to provide players with a realistic representation of a Space Station/Spacecraft.

The scale of their environment is less than the average room size however suitable for the scale of a realistic space station.

I have provided an illustration outlining the scale of each room as well as the positioning of each interaction, and how this should appear in the virtual space.

room scale.png
scale2.png

PLAYER PERSPECTIVE

For the game to be suitable for those taller than 6ft (they won't fit!) or less than 5'4. I have implemented the idea of having all players see from the same perspective. Most Virtual Reality games vary in terms of what players can and can't see due to Full Body tracking and establishing the Users height.

To overcome this players will see from the same height, as if they are the size of an average astronaut. To be a Shuttle Pilot its required to be at least 5ft 4. Players should have the view from a height of around 5'5.

SCALE

NPC'S - The average human size is around 1.6-1.8 however the height of a pilot astronaut must be between 5ft and 6ft. (5ft 4 or above to be a Pilot!)

This diagram shows the scale of NPC's in comparison to the room size. According to the average size of a Pilot Astronaut, I have made it so the ceiling appears lower than the average height. This is to represent the small enclosure that a space station is. However I wanted to keep the room big enough for player movement and to not trigger Claustrophobia.

LAYOUT

 

I have provided a map of the experience establishing a potential route and player movement:

experienceplan.png
playerappearance.png

MICROGRAVITY ENVIRONMENT - HOW TO ACHIEVE THIS:

In my research I discovered the way to achieve the feeling of 'weightlessness' which is how to simulate the feeling of being in a zero gravity environment.

There are two stages in which players are in this environment.

1. Mid-Deck during their interaction with Crew.

2. Outer Space when they perform a spacewalk in order to repair damage.

To create a realistic representation of this, the Players view of the environment must be constantly moving, as if they are floating. This makes them feel light although they are standing still.

Players must also be able to use their Right Touch Controller Toggle to change their orientation in these environments. Players should have the freedom to view the room from 360 degrees - this differs only in these environments. It's essential for players to see the room from any view, might this be upside-down or sideways, it will make them feel like they aren't in control of their positioning. - And this is Microgravity!

SOUND AND HAPTIC FEEDBACK

(Can also be found here: Sound and Haptic Feedback)

The way to achieve an immersive experience is to simulate a players senses within the game.

To do so, Haptic Feedback will be provided to simulate real interactions through their Touch Controllers, and audio will create a more expression and realistic experience for users.

In my provided 'Beat Chart', I have outlined the use of Audio and Haptic Feedback during my desired stages:

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