Our next assignment for the Virtual Environments class was just as open ended as the first. This time I decided to work around some issues I’ve had with Unity’s image effects.
I’ll write up how I do it later, but for now you can play it here.
I’m taking a class on Virtual Environments. Our first assignment was to make… anything, really. I’ve been wanting to play around with marching cubes for a while, so I took it as a chance to experiment.
I’ve rebuilt my prototype for Don’t Go In There in 3D! Really, the only big difference between the top-down prototype and this one is that the whole scene is MUCH more readable.
Working on Don’t Go In There has been an exercise in getting systems to work before realizing what the question you needed to ask was.
That means an unfourtionate amount of re-engineering things.
One of the big assumptions I made in working on Don’t Go In There was that the simulation was going to be continuous. That is to say, if you removed the idea of following a single character it would be able to run nonstop like The Sims. Just teens and ghosts running around the house, uncovering questions and performing dark rituals. The scene system atop that was just going to pause the simulation after following a character through a notable action.