Rainbow was a 2 week project on the Oculus rift platform. The goal of the project was to create an interactive puzzle experience that has no instructions to play and uses “indirect control” to guide the player through the experience.
Week 1: Rough Prototype
The idea was a game where the player is in a dark room, and only has their cellphone for light. The phone would be ringing which would prompt the user to look at the screen, starting the experience. The player would be sucked into a gray world and their only escape was to bring color back to it.
In terms of design goals, it had to have simple controls, and communicate to the player the rules of the world quickly. For controls the player would simply be able to gaze at interactive objects, and after gazing a short moment initiate an action. I programmed PS Move functionality for the phone, so when the game starts the ps move is represented by the phone in the experience. There were no buttons to be used, because using buttons was not intuitive, but hold a phone in your hand was. I gave basic movement to the cell phone from the psmove movement. I also worked on the framework for the gaze mechanic by using raycastsing in Unity. Where ever the player staired it would respond to objects that were marked as interactive.
Playtest for the prototype, our goals were to examine how easy the controls were to use, if the player looked at the phone to start the experience, and if they could progress through the puzzle. One playtester was a very tall male, and his added height created an offset
For tall players, the Oculus Rift had to be adjusted. In our playtest the added height, made the phone appear out of the players reach. I learned that the Oculus Rift and PS Move use a camera for tracking as well
Week 2: Final Prototype
The PSmove functionality was removed because it brought problems with guests of different heights, and it did not add to the rest of the experience after the puzzle began. To make up for this, the player started in their full bedroom with everything normally in place. The cell phone would be on a table, ringing and flashing to get their attention.
The game had to be redesigned because the guests were naive to what the experience was, and did not realize it was a puzzle at first. Then the next issue was indirectly getting them to figure out what the answer to the puzzle was. If not, they would aimlessly move throughout the world with no idea what their actions are doing. Finally, the players needed a sense of progression through the puzzle.
Some technical challenges was that in the puzzle rooms, the objects that are not interactable