Training Day - Alpha Release

Modular Scenario Builder

 

The Modular Scenario Builder allows for the creation of new scenarios using a standard CSV file. The file is made up of three sections. You can set which components will appear and where within the AVV in the Component Layout section. The Component Connections section allows you to set which components are hooked up to what before starting the scenario and finally the Order of Operations section lets you detail the correct procedure to complete this scenario. 

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Dynamic Sound Manager

 

Training Day now has a dynamic sound manager. This managers all sounds in the game by loading them in from folders and storing them in specific dictionaries. These dictionaries are in turn stored in a root dictionary. A generic PlaySound function enables us to dynamically play any sound file from any specified dictionary. This function allows the user to specify additional parameters such as; source location, if the sound is looped, and if the sound is spatialized. User interface sounds can be played using a separate function.  The advantage is not needing to redundantly specify an audio source or if the sound is to be spatialized. 

Interaction & Voice Input System

 

Having focused on refining how players can interact with the augmented world, training days updated InputSystem now allows for Gestures Boice and the Microsoft HoloLens clicker for input. Simple 'Air Tap' gestures can be used to select menu options, components and interact with puzzle elements. The Microsoft HoloLens Clicker allows the player to play through the experience without the need of gestures if they want. Voice commands really make the experience hands-free though with the player being able to use contextual keywords such as "Select", "What is", "Highlight", "Destroy" and "X-Ray" to interact with components in the ACC cabinet.

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Optimized ACC Components

 

There was a four-step approach taken to optimize the 3D models in order to achieve better performance while using the HoloLens. 1) Lowering the count of vertices while trying to keep as much detail as possible. 2) Applying bright float colours to the model that are visually suitable within the HoloLens. 3) Removing the need for lighting by baking the shading into a texture map. 4) Lastly adding any remaining details through texturing such as stickers, embedded text, screws, etc.. 

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