This is a two-week game developed with Unity3D in the Oculus VR device. It is the first time for me to massively create shader files for visual effect in Unity3D. The coding experience for writing shaders is both challenging and rewarding. Besides that, I have a chance to work closely with the Timeline system in Unity3D. With the help of multi-tracks and signals, I code the whole game with timeline. The story itself is about how a boy dreams of being together with his crash See it for your self.
In my game, the boy needs to switch between the real world and the dream world. Instead of making two separate scenes, I place two identical classrooms within one scene and dynamically switch the camera's position. Two classrooms have different shaders to ensure the players do not feel confused.
Since this game focuses on storytelling, I decide to use the timeline feature to control the game flow. For a two-week project, I spend almost a whole week coding for a timeline because it is manually heavy. If you look at the screenshot to the right, I have 47 tracks for just one timeline within one transition. Fortunately, the result is rewarding.
Besides the petrifaction effect mentioned above, I also coded some camera effect for the VR camera which proves to be challenging. Apparently Oculus Vive uses its own customized rendering pipeline for left and right lens so coding shaders requires rewrite some pipelines. Effects like volumetric light at the end of the classroom shown in the left picture requires writing pipelines for both eyes'. But it looks good, right?