Corpse Bride VR Project - Sprint 5

 Basic beginning, middle, and end of experience functionality has been completed. Demo of rough first-pass of experience below:



The forest area has a fade to black transition as a placeholder for more complex transition planned. Fade-in also implemented for bar area.

Within the bar, player can interact with the piano with the piano stick and place flowers for Emily to begin the piano playing sequence. Piano notes have been fully sourced, but are not yet hooked up.

Basic test song implemented for time being in place of full composition. Completing the song sequence correctly results in player exiting to the end credits scene.

End credits allows player to either re-enter the bar via the ring (fully replay experience, including song) or exit the game via the butterfly (stand-in cube for in-progress model.)

Piano Blueprints

The keys now hold a reference to the parent piano blueprint so that they can call back to the functions.

The individual piano keys and full piano keyboard have been modified to include enumerated values of each key (A-G, 0-7, including sharps) so that notes can easily be set and identified for the song sequence from the parent piano blueprint. These have been arranged inside of a dictionary that allows the piano to call upon the child actors based on the enumerated value assigned.

A rough start to the song sequence has been implemented in place of the proper composition for the time being. This progresses the sequence as each note is played correctly and alters the key to glow if it is the next note. Currently there are no consequences for incorrect notes.



The black and white piano key blueprints have been modified to call upon the parent piano key's RightNote custom event when they are released to test if they were the next note to be played. If not, no action is taken.


The individual keys also now have a dynamic material applied so that they can be altered to indicate the next note. A more refined effect will be made later on, but for now it is a simple emissive ramp.


When the end of the note sequence has been reached, the SongEnd event is called, and the player is taken from the bar area to the end credits forest.


Level Triggers

The ring blueprint has been modified to include a fade-out event to transition the player better from the forest to bar.

There is also now a second level trigger created to exit the game. It also includes a fade-out event and quits the player out of the experience.

Remaining Tasks
-Main piano song fully scripted -Emily animation switching on song progression (mad, neutral, pleased) -Camera fade graphics (crows, smoky skull) -Set full piano note sounds -Held note audio loop -Victor's hands in place of VR hands -Bar glass physics Polish/Stretch:
-Tutorial "call and response"
-Emily playing piano as player enters; repeat until player places flowers -Restart portion of song if incorrect note is hit -Pulsing piano note -Tossing flowers/piano stick outside of interaction zone moves them back to original location -Released note sound fade

Corpse Bride - Sprint 4

 

Piano keys and keyboard layout

A large basis for this project is the interactable piano in the scene. For this I started with two main blueprints, the white key and the black key, so that I could easily duplicate them and apply the logic for the sound and rotation:

White key:



Black key:


The keyboard blueprint itself is more complex and stores the majority of the information and events for the song and end of the scene. It is comprised of white and black key blueprints and the note for each key is set here, sourcing from the sound library of notes.

A known issue with the keyboard is that touching it with the motion controls will result in the game crashing due to an infinite loop within the motion controller blueprint.

The three working events are:

-Play Note—plays one of the piano notes as specified by the attached blueprint actor

-Begin Song—triggered by flowers being placed in the “vase”; moves Emily into position, currently has a delay in place for the “Next Note” event which is not operational at the time; after sequence is finished, calls upon Game Over to fade out scene

-Game Over—fades out camera to end the experience

The fourth planned event is Next Note, and will be used to iterate through the note sequence as the player uses the piano. Logic still to be implemented fully.

Keyboard:

 

Flower “Vase” blueprint

The flower vase blueprint is used for the player’s interaction with Emily. Its primary use is to switch from the “free” mode into the piano playing sequence. Placing the bouquet of flowers will trigger a call to the piano’s event “Begin Song.” No other objects will trigger the call.




Ring Level Transition

As in the movie, the player transitions from the forest area to the bar area through interacting with Emily’s ring. The ring has a basic collision box that detects the motion controller overlap to trigger the level loading.



Emily Skeleton

Basic joint placement so that Emily could be roughly skinned/posed for the scene. Right and left sides are a little uneven due to character’s partially-rotted design






Interactable Glasses

Replicated the interactable blueprint and applied it to the glasses in the scene so that the player can move and throw them.


Forest Ambient Music

Created a basic blueprint to spawn music in the forest level when the player first begins the experience.


Piano Stick

Made a rough work-around for the motion controller issue by creating a piano stick. This also allows for a more precise way of pressing the keys.