Designing a Virtual Reality Sound Game

This is my third endeavor with SIF after the 3D Atlanta and photo stitching projects. I am part of the team that was asked to design a game in the Unity game engine. While designing the game is an exciting prospect in itself, the other inspiring fact is that this game is being designed for visually challenged  people.

The part of the game I am designing has 4 buildings namely Arch, Temple, Palace, Basilica in an open area. There is a Ray probe which is stationary and rotates along Z-axis (Y-axis in Unity). It has a square pointer attached to it. When the game starts, a random building starts making noise. The player has to move the Ray probe to find the building. When the Ray probe is pointing at the target building, the noise gets louder and when it moves away from the target, the noise level drops. This would help the player to identify the building. This is the passive scene of the game and I was asked to design this part. Furthermore the game has 12 rounds. If a player hits the target, then the score is incremented by 1 and the player moves onto the next round. If they miss the target, the player will have another turn in the same round. The game moves on to the next round irrespective of the player hitting or missing the target.

The buildings are modelled in Unity and they are simple blocks. All the specific requirements of the game needs to be scripted in C#. I have made use of Raycast functionality available in Unity. Raycast needs a special mention here as the concept of game is designed around it. The Raycast property would help us identify if the player hits the Target collider. If the Raycast hits the collider, it would return true and this would help us identify if the player has hit the target or not.

There are quite a few challenges in the game design but Unity is a powerful tool which would give you a wide range of options and I am currently exploring those. I would post further details in my next blog.