Migraine educational VR game

Process

After my research essay disaster I am back on my feet feeling more motivated than ever to produce a worthy eligable final project and go off into the summer with a clear mind.
And that is exactly what I am going to do.
I have decided on my gameplay:

The models (which I will make) correlating to triggers and reliefs of migraines and visual aura, randomly in the time of the game will appear in big or small scale at first covering a particular amount of the field of view.
You have to identify what caused the migraine, but it is hard to detect because the scale and form of the trigger model will change (deform) like it would with visual aura. So you have to correlate the proper relief, before it covers the whole field of view. If it gets to a sertain size pointflashes or strobes.

That is the simplest that I can explain it at the moment, but the general conept is there is not a scoring system, if you get the asnwer right you will decrease the size of the trigger or get rid of it completely and if you get your answer wrong the size of the trigger will increase or start flashing light or adds zigzags to the border of the trigger and you will get a GUI pop (UI elements) up explaining which properties the chosen incorrectly relief has (in which triggers might be applicable). You don’t necesserally know in the beginning of the game which model corresponds to which trigger so you will have to figure out the color theory behind the game and the ever changing size and form of the triggers will put the user off.
Color theory:
I have not decided on which color is for what, but I do have an outline of the colors I will be incorpriating into the scene.
All of the colors picked can be found in my padlet “Game mechanics/game elements”

So far I have been looking into geture recognition and mapping point of the game and so far I have been wuite lost with all of the new imlimation, but I had a talk with Antoine after the class and he explained to me the comcept of three why’s, which goes something like if you want to implement any action in the game you firtly need to ask why, after that answer usually there is another “why” and usually a third why, to not fall into the deep hole of why’s you have to keep the users attention and direct it in such a way that it does not raise questions on why exatly this tectical method way applied, rather provides the user with indicative resposces. So after some time spent brainstorming I have mainly laid down (about time now! two weeks until the deadline) some BASIC game mechanics and elements which I was lacking earlier. So at the moment the concept in my head is basically there will be a gui pop up manual having the trigger with the matching reliefs for it as well as a voice option explaining the properties of the relief in rlation to the trigger and a bit of backtory for the trigger. Not more than a minute. The reliefs will be sprites with the photos of the relief.
So esentially, the user cann access the gui pop up manual at any time when pausing the game. A way of directing users attention to the right spot at the beginning soud will appear near the right sprite to use (or model, probably will be the button)

I have been making pretty good progress. I have assebled visual triggers for migraine with aura (visual aura) and reliefs in the scene. After speaking to Antoine for reliefs I thought, to not overcomplicate the game I should create something easily recognizable at first I was going to model relief objects such as medicine pills, darkness, water etc, but after realized that would not be good for optimization and my computer might not be able to carry the weight of the project alongside with script and packages (XR Toolkit, TextMeshPro, PDollar) and in general that would be very time consuming for mediocre payback, so instead I drew the reference relief objects in Procreate and imported them as PNG files into my Unity project to apply as texture sprites to planes that would be in front of the user as the main playable components, so now I am at the stage of figuring out how to make an, relief models to visual aura trigger models, interaction with code. My thought at the moment and the things that I have been concidering the most useful for my game are UI Buttons and I am thinking of implementing that principle of choosing (raycast sellecting) the right reliefs for the right triggers. Select right relief = trigger decrease in size, wrong relief = increase in size, some triggers have multiple applicable reliefs, so you would have to eventually keep choosing right ones to decrease the size of the trigger and make it disapear (triggers therefore increase the size + ambisonic sound appears + Halo compunent (blur) with each one you choose wrong and if the person keeps chpsing the wrong one eventually the trigger covers the field of reliefs and the player can no longer continue the game.)
Writting this down now I am thinking of maybe simplifying the gameplay and just having the trigger models continuasly grow as the time goes by and the wrong feliefs do not affect if at all, this is more close to real life experience and simpler to understand and get involved with, as well as code obviously!

Other things I have done are: I have finished the pause menu assebling and now it has the name of the trigger + the trigger model + the right reliefs+ audio info btn + resume game btn + next/previous btns + “Manual” Text, I have tried to implement the previous/next btns script through activating and disactivating an array of game objects +1, but it currently does not work. I have a few problems with my project after I mistakenly deleted it by hitting “ctrl+D” to duplicate it in my projects folder, so after recovering it from the trash it now appears with some errors on play. I have yet to figure out why.
I have also made a basic start game btn. Have to instantiate it after writting code for my v.a.t. with r. interaction. Stay tooned
Also for audio info I wrote out text for each trigger and relief combo to explain why the sertain trigger can provoke ocular migraines with visual aura and how each relief for the specific scenario may help and improve the condition. I will be recording themm with my flatmate later today and then I will have to figure out how to trigger them by pressing on the btn, but I reckon that is not going to be the hardest part.

I am a bit qorried atm, because of the state of the game, every asset is there, I just need to bring it to life and it is very challenging since I have barely ever coded anything in my whole life, but I am looking forward and will be asking for help from Alejandro, Sokol and Antoine, hopefully I will have some implimentation.

Okay okay! the day of the show down, I am feeling extremely nervous for reasons I will explain…Firstly my game is not done(this is not the scary part) I have tremendesly enjoyed every moment spent working on it. I have implemented the Menu button function and that is as far as I got for interactivity, the game is not playable at all at the moment fue to dificulties with the code for case methods and toggle manipulation for spawning and recognizing the right objects. I ran out of time, but it did not feel as though time went by without progress. I have learnt so much, code, more on modeling and general Unity scene assebly, even now I notice how much easier it is to navigate the scene and I did not have any fear building my project. I got to intract with tutors more, felt less dumb asking for help(there is nothing dumb about it, yet the feeling of it still lingers. But I am glad I overcame that mental block and after that it was very rewarding to work on the game. I found out about coding and now have at least the basics of the basics laid down in my head. I will SURELY keep working on my game, even after the presentation because at the end of the day I made it for my mom and my grandmother, my champs who have to experience the pain I have yet to describe in VR. Conveying feeling and showing alternative ways of learning has been primary in my experience both virtually and physically. There is no hard gameplay, I just wanted to create some sort of interaction for gaining general knowledge. An in those terms I personally think that the concept of the game represents those ideas. No loose or win, no score or potentual goal in the game, does that take away from the game? I do not think so. Information is not forced and you get to relate and recognize visual disturbances along with the proper reliefs. Weather you realize it or look at the manual or not, you will unintentionally choose the right and wrong reliefs and after time start recognizing the patterns and try to keep up. Indicators like ambisonic sound will guide youre mind, and things will start making scence. Games are ingaging sources for people and the most rudementory rules can go a far way if translated properly.

This is the manual audio info text for all the triggeers and reliefs. I have also recorded a voice over going through all the text and will implement it for an OnClick button action.