本周我进行的是dreammachine场景在VR中的开发,从这周开始我将持续开发本项目直到final,在我的脑海里,这应该是一个充满彩色介质的空间环境,其中会漂浮很多扫描的现实生活中的道具,在彩色介质中,玩家并没有很高清的视野,需要靠声音驱动玩家前进,本周的技术部分,我依靠MCP修改了头显的控制方式,以及头显移动时候的Niagara特效,我希望在story层面是一个仙灵,蝴蝶的状态让玩家体验这个给叙事,这在以前(没有MCP的·开发时代)是非常复杂的。
This week, I focused on developing the VR environment for my Dream Machine project. Starting this week, I plan to continue working on this project all the way through the final presentation.
In my imagination, Dream Machine is a space filled with colorful, immersive particles or atmospheric media, where many scanned objects from everyday life float freely. Within this colorful environment, players have limited visual clarity and must rely on sound to navigate and move forward.
On the technical side, I used MCP to modify the VR headset's movement controls and develop Niagara visual effects that respond to the player's movement.
From a storytelling perspective, I want players to experience the world as a spirit or butterfly, floating and exploring the environment through sound and movement. Rather than following a traditional narrative, I hope the story can emerge naturally through this experience.
What excites me most is that MCP has made this kind of development much more accessible. Before MCP, implementing these interactions and visual effects would have been significantly more complicated and time-consuming.