TITLE
Escape From Dark House
ABSTARCT
The purpose of this project is to give an experience to the user to explore in dark area. The user will play with their emotion during the application is running. This application will play with their emotion by using the audio, lighting and the environment color. The users need to search an items and clues that is scattered around the house to complete the puzzle that will help the user exit the house. I choose this title because I want to make this application be more immersing than the typical horror games.
TARGET AUDIENCE
- Both genders.
- 15-30 years old.
- Horror fan.
- People who already believes in ghosts, curses, evil spirits--the whole package.
GOAL
The Goal of this application is to allow the user experience the “Dark House” environment that is well known as creepy and haunted.
This application trying to solve problem how to make people or the user feel and experience the horror and scary emotion. Because of the haunted situation, many people will not go to the abandon house. In our culture also people already has been told from childhood that don't easily go to abandon house because there is a ghost/creatures in that house. To make this situation assessable to the public, a virtual application is created.
This virtual application would allow the user to fully explore the entire house. User will be able to interact with the pictographs or other things that translate the message and give the information.
OBJECTIVE
- to immerse the user through realistic visual and audio effects
- to understand the message behind the pictographs through pop-up menu
- to allow user to easily access the dark house through web based VR application
- to give an unique experience to the user by involving them into the haunted environment using VR application.
http://www.gamezhero.com/online-games/adventure-games/thehouse-flash.html
DESCRIPTION
On the starting page before the user starts the VR application, there will be a brief introduction of the application and also a list of instruction on how the user can navigate and interact with the object within the environment.
Entering the level 1, user will start the application in front of the main door of the house. The users have been locked in the house. The users need to explore entire house to find some clue and items so that the user can exit from the house. Users also need to solve some puzzle in order to complete the problems. The house will be dividing into few areas such as dining hall, toilet, kitchen, store and bedroom. Each area will have their own interaction. User can only run, hide and find your way through the levels and/or areas. User life is depicted as how much juice they have in their flashlight batteries. When the battery voltage is gone, it is game over. User can either choose to end the game or restart the game from the beginning.
In term of the interaction, there will be a pop-up or the item will be close up to show the detail/info about the thing. The examples can be seen in benchmark 3 and benchmark 4 above. In this application, the cursor will be moving same as the point of the torchlight. There will be a red dot act like a cursor and it will change to hand icon if user can interact with that thing.
INTERACTION DESCRIPTION
- User will be able to navigate the house through the device had been given.
- User will be able to toggle ON and OFF the interactive map.
- User can interact with the object when the object shining or there will be a mark on the object.
- When user clicks on the object, there will a pop-up to show about the info or message.
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