How to play:
First: Find your way to the center room. Along the way, you’ll find warning signs, emphasizing upcoming events.
Second: When you enter the center room, the scene changes and new area will open. You need to get out of here.
Finally, you will either escape… or be caught.
The Maze
Game Design / Summary
Game Consept:
This project aims to explore the concept of 'The Fear of the Unknown. I believe VR is a very interesting way to experience this feeling by walking in absolute darkness.
The Maze
Game Design / Maze Design
Monster Spawn:
The monster will chase the player following 'WayPoints' . The speed was controlled so that player will barely excape if player make no mistake and keep running.
Main Room Control:
When the player reaches the center room, they may or may not see the pile of mosaque (the monster). Regardless, the doors will open, and the player will need to escape. If the player didn’t see the monster, the assistant will continue to guide them correctly. If they did, the assistant will do the opposit (corrupted).
Dead End Control:
This control rely on the main room trigger, depending on if the assistant is corrupted or not, when player enters a dead end, the assistant will give out a warning.
I have prepaired 8 different warnings in total, ensuring less repetitives will occure. I achieve this by not only randomize its order, but put all the used warnings in a list, which will not be picked again unless every warning has triggered.
Others:
There are also other supporting functions. Such as Warning Signs and Gaze/Light detection. These Signs can be triggered only if the player sees it and 'detect' it with a detection stick. These are the base of everything. almost all the programs rely on the outputs of these functions.
The Maze
Shader / Glowing; Grid; Mosaque effect
Shader Mosaque:
First, convert the object's position to world space and its vertex position to sv_position.
Next, use Triplanar Mapping to project the texture onto the object, applying sin(t) to vary the mosaic size over time.
Finally, combine the Triplanar Mapping result with the color to achieve the desired effect."
Shader Grid:
I used a grid texture, and evenly spread around all uvs. All the black part of the grid(Line)will be emissive, they fade in and out. I created two material out of this shader with different scale to pop up important signs.
Shader Glowing:
There are three main waves. If the effect is active, return emmissive color. If not, return base color. When the detection stick hits an object with this material, it will trigger this effect and start on that sepcific pixel. Radius and time offset are all controllable. I also added a normal map to emphasize the effect.