We were inspired by the idea of removing oneself from stressful factors and utilizing the benefits of virtual reality to completely immerse yourself in a "virtual world" outside of your current real world experience. This world gives the user a space to meditate, think, and explore a whole new world - literally. The world the user experiences is completely randomly generated, from the terrain, the colors, textures, and audio.
What it does
Allows a user to navigate along a terrain, observing their surroundings, and generate a new terrain to explore.
How we built it
We used Unity to create a VR simulation of a "psychedelic" experience. We were able to randomize a terrain, apply a custom texture, apply randomized floating objects, and bind the movement of a user to a terrain.
Challenges we ran into
- Procedural generation
- Kinks in C# such as null built-in setter functions
- Seeding the random function and its multiple usage among namespaces Unity and System utilities
- Setting terrain texture itself - it's difficult trying to find out how to programatically change the terrain value let alone creating a random terrain texture/color
Accomplishments that we're proud of
Not giving up. The fact that we started from scratch, with no experience with VR or C#, and not knowing each other before today. We learned so much and made something we're proud of!
What we learned
- Coding in C#
- Working with Unity.
- Procedural generation.
What's next for Dreamland
We want to make Dreamland as therapeutic as possible for the user. Some elements we wish to improve upon include, random generation of materials/textures, materials/textures changing with respect to time (holographic feel), incorporating more detailed movement of objects (such as zig-zag pattern of bubbles, or other free-floating objects), incorporating user interaction (collisions, sound upon interaction, music), more randomly generated/spawned elements (trees, terrain types, falling objects - i.e. rainbows, candy, cats).