Commercial version of the application
This project is about designing an immersive virtual world to recreate a funhouse with a Halloween theme. Our project is limited by the number of members in the groups and by the time that we have but, with more time and, maybe, a bigger group, it has the basis to become a commercial product.
This can be a good start for a project that can be expanded to become a videogame that can be published on some online store like the Steam Store or it can be adapted to become a virtual reality attraction of an amusement park.
These two options are very different in the requirements that they will impose to the commercial product. An application built to be played at home by the users must be more computationally efficient (to have a good frame rate even with a normal home-pc) and must require only a little area for the movements. On the other hand, an application that is designed to be used in an amusement park is supposed to run on more powerful machines and the users that will use it will probably have a bigger space in which they will be able to move freely.
Keeping in mind those requirements now we can describe better a way in which this application can be expanded to become a good commercial product. The first thing that have to be added is a plot in the game. The setting of our application is medical office, so the story can be something about a doctor, more specifically an alienist (the best horror stories are about mental health. So, we must add a character in the game who tells us the story and maybe he can be someone who pretends to be the doctor at the beginning but going forward in the game it turns out that he is one of the crazy patients who has killed the doctor taking his place.
In addition to this NPC (non-playable character), we can add some other enemies in the game. Like someone who wants to kill the payer and during the game the user have to fight against him (so we should add the interactions with the enemies). A good idea would be have a part of the game where the user have to run away from an enemy (this is always a good trick that most horror game / movie uses to scare the people) but in a VR application is very hard to simulate a run in a very immersive way (we analyzed some of them in class but I think that none of them is suitable in this situation). Maybe with a great budget that an amusement park can give us we can have some device like the Virtuix Omni (https://en.wikipedia.org/wiki/Virtuix_Omni) that can simulate in a suitable way a run.
To have a complete product it needs a larger number of rooms and some more challenging obstacles during the game. For example, it can have more than one possible path that the player can follow. Some of the possible paths can be dead ends and so you have to come back and understand which is the right one.
Another important thing that can be added is the possibility to add the multiplayer feature. Playing a scary game with other people is an enjoyable experience and the players can help each other to solve the puzzles in the game like a sort of virtual horror escape room. If we are in the case of an application that has to be commercialized to normal users that will play the game at home then it is better if we deploy the possibility to play the game with other users online because playing a VR game with two (or more) users in a single room can be infeasible in many common houses due to the space requirements: each users needs to have enough free space around himself to move freely.
In a horror game the attention to detail is essential in order to have a scary and immersive experience. So, to implement a good commercial product the team must be composed of an heterogenous group of people because it’s critical, as well as having a careful design and programming phase, to cure the music, the illumination and the sequence of events to make sure that the user identifies himself with his character.