{"id":319,"date":"2017-03-20T13:55:30","date_gmt":"2017-03-20T13:55:30","guid":{"rendered":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/?p=319"},"modified":"2017-03-20T14:29:40","modified_gmt":"2017-03-20T14:29:40","slug":"week-8-prototype-ver-1-0","status":"publish","type":"post","link":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/2017\/03\/20\/week-8-prototype-ver-1-0\/","title":{"rendered":"WEEK 8 &#8211; PROTOTYPE VER 1.0"},"content":{"rendered":"<div class=\"blueprint-inblog-text\">\n<p>This is the week before halves presentation. To be well prepared for halves, we modified our building experience and refined some details.<\/p>\n<p>Specifically, in the previous version, \u00a0we wanted to map most functions as individual button on the controller. However, we found it was impossible. After researching the existing VR experience, we found the most used two buttons are the grip and the trigger. And scaling down to the lot and teleportation on the lot are similar functions, we decided to use grip to both scale down and teleportation. In this way, when player is in the god mode, he can easily select a location to scale down to and more easily to navigate in the 1:1 in-room view.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-325 size-full\" src=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101820.png\" alt=\"\" width=\"346\" height=\"233\" srcset=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101820.png 346w, https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101820-300x202.png 300w\" sizes=\"(max-width: 346px) 100vw, 346px\" \/> <img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-326 \" src=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101900.png\" alt=\"\" width=\"309\" height=\"229\" srcset=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101900.png 802w, https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101900-300x222.png 300w, https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101900-768x568.png 768w\" sizes=\"(max-width: 309px) 100vw, 309px\" \/><\/p>\n<p>We also modified the controller model. From the previous version, we constantly got feedback that the controller can be too distracting or too large. Therefore, to keep the feeling consistent with the Sims and also to make everything easier to be seen we changed the controller model to a cut-off head version with a plum bob.<\/p>\n<p>And we finally finished refining the game flow logic. We eventually decided to have the following states\/modes.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-322 size-full\" src=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101457.png\" alt=\"\" width=\"336\" height=\"361\" srcset=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101457.png 336w, https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101457-279x300.png 279w\" sizes=\"(max-width: 336px) 100vw, 336px\" \/>\u00a0<img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-323\" src=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101104-198x300.png\" alt=\"\" width=\"239\" height=\"362\" srcset=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101104-198x300.png 198w, https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101104.png 385w\" sizes=\"(max-width: 239px) 100vw, 239px\" \/><\/p>\n<p>After several long discussions, we are following this chart for the game flow. We also found that people don&#8217;t get used to turning modes off after they have built the room. So we changed the game logic to: whenever the player touches a furniture object, the building wall mode will be directly turned off.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-324 \" src=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101150.png\" alt=\"\" width=\"1111\" height=\"818\" srcset=\"https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101150.png 1277w, https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101150-300x221.png 300w, https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101150-768x565.png 768w, https:\/\/projects-old.etc.cmu.edu\/blueprint\/wp-content\/uploads\/2017\/03\/\u5fae\u4fe1\u622a\u56fe_20170320101150-1024x754.png 1024w\" sizes=\"(max-width: 1111px) 100vw, 1111px\" \/><\/p>\n<p>Here is a whole walk through video in the link to give you a sense of where are we right now!<\/p>\n<p><iframe loading=\"lazy\" title=\"Bluprint Prototype ver 1.0\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/mgY7xDzui38?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>This is the week before halves presentation. To be well prepared for halves, we modified our building experience and refined some details. Specifically, in the previous version, \u00a0we wanted to map most functions as individual button on the controller. However, we found it was impossible. After researching the existing VR experience, we found the most [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-319","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/posts\/319"}],"collection":[{"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/comments?post=319"}],"version-history":[{"count":5,"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/posts\/319\/revisions"}],"predecessor-version":[{"id":329,"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/posts\/319\/revisions\/329"}],"wp:attachment":[{"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/media?parent=319"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/categories?post=319"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/projects-old.etc.cmu.edu\/blueprint\/index.php\/wp-json\/wp\/v2\/tags?post=319"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}