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VP System Improvements
Matt Innes edited this page Aug 4, 2015
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- Expose as many of the values that are usefully user modifiable to the UI
- All user exposed values should be clickable/tappable (to edit) and draggable (left to decrease, right to increase)
- Auto-connection – for patches that are commonly chained together, master inputs & outputs that will automagically make the correct patch connections rather than having to do it manually (though that option should of course be there too)
- Controls should aim to be usable on touch devices (as well as ultimately VR controllers)
- Immediate visual feedback from 3D layer
- Aim for short (2-4) patch chains for adding commonly used actions (interaction, animation) to objects
- Take into consideration that we're going to have a Director layer "above" the Patch layer
- Layer modes should be built into Object patches (so you can select it on a per-object basis)
- Shortcuts – perhaps like Origami, hover over a Master port and press "i" to add an interaction patch, and get a small dialogue that lets you choose which interaction before adding it
- Easier custom patches (largely by just renaming & redesigning input/output proxy patches)
- Objects – includes Cameras, Lights, Figures, and input objects (ie in-world switches etc)
- Generators – anything that generates something – be it values, particles or whatever
- Modifiers – patches that reverse flows, randomise values, change colours or in any way modify Generators or Objects)
- Interactions – patches that take user input & alter the scene based on that input (onclick, controllers, recorders, triggers etc)
- Animations - patches that specifically add animation to an object
- Space – master patches for a Vizor space
- Vizor Cues – these are represented visually by floating 3D Vizor logos, and are used to start and link playable Vizor experiences. Each of them is available in the Director layer for sequencing.
- +/- Zoom in/out patch layer
- View Parent – go back/up a level
- Add Patch – brings up searchable, draggable, visual patch library w/ links to help for each patch
- Tab - hide/show Patch layer
- all complex nested patches should by default be zoomed to fit on screen (otherwise Command-Zero = return to fit all patches on screen)
- Primitives
- Pre-made Vizor world building objects - rocks, trees, mountains etc
- Camera-head figures – choose from a (small) range of low-poly figures of different types, set up so they animate (walk) as they are moved
- Cameras & Lights
- Input objects – in-world pre-built toggle switches, knobs & sliders.
- Numbers: large value display, and options to count up, count down, count in .. increments, start at.., stop at .., and maybe count in special sequences (fibonacci, primes etc), plus inputs to trigger each of these from other patches.
- Social – accept inputs from users FB, Twitter, Instagram accounts via API that can be used to generate values in Vizor
- Particles – 2D & 3D
- On Click – as it sounds
- Proximity Trigger – if Object or User Camera arrives at / near coordinates XYZ, output trigger value
- Loop Recorder – a box that has a REC button and will record any values input into it, until turned off, then in play mode it just repeats whatever was sent, with the same timing, and loops
- Grow
- Walk
- Bounce
- Fly
- Flow
- Squeeze
- World layer
- Links/Cues