I have laid out a plan for how I desire to develop in stages.
Asset Creation: The first thing I want to focus on is the creation of 3D models, designs and textures. It’s not hugely important for me to get every detail correct right off the bat, but having a decent set of assets in which to work with will entice me to remain on target for the project at hand. I will continually improve and updates throughout the timeframe.
Scene Generation: Getting set up with a scene in Unity which provides the core foundation for the project will be my next step. Having the scene ready for scripts to be inserted and interaction to be tested will make the next stage of development easier.
Hardware Implementation: Introducing the hardware that I plan to use into the environment will be my next stage. Ensuring that the hardware is set up correctly and works with the engine will be necessary so that scripts can be tested efficiently.
Scripting: This stage of the project will take the bulk of my time. Researching on how VR works with Unity and how C# controls it will be an obstacle in itself. Generating Use Cases so that I can develop the application more fluidly will also be an important stage of the programming cycle.
User Testing: Allowing users to interact with the project will show any bugs or weaknesses the project may have that I did not see. It will be important to get continual feedback on the direction of the project as the experience of the whole project is hugely user-centered.
As I will be using the Spiral Model for my development process, I will continually be revisiting aspects of development to ensure that they are of the quality that I am hoping to achieve with this project.
Concerns & Caveats
While I am eagerly awaiting the development stage of this project; there is a number of areas I am foreseeing as a challenge. This will be my first time using Unity to develop a purely VR directed project. Working with hardware such as the HTC Vive will be my first introduction to such a technology. Specific development details such as mixing chemicals, and initiating reactions within
the game engine are some things I know I’ll need to learn about. Introducing other optional hardware could be a huge mountain to climb, so I am interested in confronting that aspect of the project. Designing for VR is also a difficult hurdle to cross. Ensuring the user does not suffer from motion sickness, understands the control scheme and can interact with the UI’s will all require a lot of work. Overall it will be a large test for me on both a technical and design front for me.