WEEK 2: Unity prototype, story determined, concept art
However, we received feedback on the space/AI idea that it might be too complex for text game in VR, especially to do in five weeks, because it dealt with several big topics such as artificial intelligence, truth and guise, unreliable narrator, etc. After a series of discussions and tackling different story ideas, we settled on a simplified story with a rather mundane setting to require less text density, one that explored other in-game mechanics to tell the story (objects, sound). The new story's premise was that the player is home alone, and something supernatural might be happening in the house. We wanted to play with horror tropes and eventually end on a comedic note. We found this type of weird, easy acceptance of the magical/supernatural quite the common trope among Twine games, so we thought it was appropriate.
We abandoned time of gaze as a mechanic, as the player would end up waiting for the narrative to happen instead of being engaged. Instead, the player would look at a hyperlink and click on it with a single button to interact with it. We also determined that the player should be static instead of being able to move with a controller, as the latter would not only introduce too many unknown elements, but also cause disruptions in the level design because the narrative would be designed with pace and player gaze in mind.
With these decisions, we went forward with setting up the first room, structuring the room layout and designing the level with Oculus:
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