New Years Update - DEPTHQVR_AQUA v1.11

DepthQVR_AQUA

DepthQVR_AQUA is a fun, engaging, immersive ride & casual gaming experience. Also configurable for out-of-home PC Café, Entertainment Attractions, Brand Experiences, and Educational Attractions.

[b]Housekeeping Changes: [/b] [list] [*] Ride speed selection interface, Asset load progress notice, Virtual hand controller functions upgraded, Auto-calibration within game space [/list] [b]Game Play Changes:[/b] [list] [*] To start, pick a fish or two [*] Choose a 'Tour' button, Quick or Full. Try Quick to get familiar with the ride and Full for extended play. [*] Enjoy numerous improvements to graphic details, models, lighting, sounds, and touch object behaviors. [*] Access more adventurous user agency features based on your motion sensitivity. [*] In the 'Bonus Challenge' round; Collect objects, see if you can steal Poseidon's Crown (best in Full Tour) [/list] [b]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[/b] [b]Housekeeping Changes:[/b] Ride Speed Selection Interface. New opening menu now informs about potential vertigo and allows user to intuitively select (using head-gaze only) between three levels of motion-sensitivity before starting the game: 'Highly Sensitive', Somewhat Sensitive' or 'Immune', with corresponding changes to game travel speed, dynamics and behaviors. 'Highly Sensitive' users are most protected against vertigo: they travel at a reduced speed, with a higher console dashboard to block more of their down-view, and only *forward* travel is permitted. The two other choices move the user correspondingly faster, with less visual blocking, and more orientation agency. Asset load progress updates are now provided, both inside the HMD, and on the 2D 'mirror' display. Virtual Hand Controllers have been upgraded to an AQUA-themed 'look and feel', plus collision, velocity, angular velocity, and physics-driven sound, color and particle effects. Auto-calibration (HMD re-center) is now attempted based on head position and gaze just after launch, at the moment the asset load progress images appear. This should work well enough for most users; however, for those that were fidgeting and/or not yet properly positioned, their calibration will be 'off', and touch objects may be too far away (or too close), and the console may appear to the left or right somewhat. To remedy that: Manual Hand-controller-accessible 'Calibration' to re-center VR is available at all times using Joystick Press (Oculus-style) or D-pad Press (VIVE-style). User should sit up straight and gaze straight ahead, then recalibrate if ever they feel they are not positioned or oriented correctly. [b]Game Play Changes:[/b] Choice of interactive 'Tour' buttons (Quick Tour' or 'Full Tour') to exit the opening Fish Bowl are now presented to user after completion of the first 'challenge'. Touch a fish or two Numerous detail-oriented texture, lighting, model, sound effects, special effects and behavioral additions/improvements were implemented. Even more touch objects have been added and/or wired up for interaction (with dashboard reward collectibles). More adventurous user agency is now provided (post-2nd-Iris door) for those users selecting 'Somewhat Sensitive' or 'Immune' motion sensitivity: 'Somewhat Sensitive' users can now touch spin control paddles to travel sideways or even backwards through the main chamber. 'Immune' users can even control their spin, based on their head gaze (look right, spin right; look left, spin left; look forward, stop spinning). Rotation and direction information is now presented to the console dashboard screens to assist 'Somewhat Sensitive' and 'Immune' users in controlling their travel spin. 'Highly Sensitive' users are not allowed to spin for obvious reasons). Addition of 'Bonus Challenge': Collect bonus objects, see if you can steal Poseidon's Crown (best in Full Tour)