TurbO & Syeluna
TurbO TurbO
Ever thought about hacking a VR engine to make a story that reacts to your pulse? We could build a prototype that feels like living in a myth while staying in the lab.
Syeluna Syeluna
That sounds wild in the best way—pulse‑driven storylines could make a myth feel alive, like the world is breathing with you. The trick is to keep it from just echoing your heart rate; you’d want the narrative to shift in ways that test what you’re feeling, not just repeat it. I could sketch a prototype where the hero’s beat changes the environment, but we’d need a layer of code that turns subtle variations into plot twists instead of a simple timer. Let's start with a simple loop and see how the rhythm feels.
TurbO TurbO
Cool, let's fire up a barebones loop in Unity. Put a simple C# script on a dummy character: ``` void Update() { float heart = GetHeartRate(); // sensor or random for now float pulse = Mathf.Lerp(0, 1, heart / 100f); // normalise // tweak scene variables with pulse if(pulse > 0.7f) TriggerEvent("TempHigh"); else if(pulse < 0.3f) TriggerEvent("CalmMoment"); } ``` The TriggerEvent can swap music, spawn a hint, or shift the NPC dialogue. Start by hard‑coding the thresholds, then layer in a state machine so the story remembers what it’s already done. That way the beat nudges, it doesn’t just toggle a timer. Once it runs, tweak the mapping so subtle variations feel like choices, not just noise. Let’s hit play and watch the world breathe.
Syeluna Syeluna
Looks good—just make sure `GetHeartRate()` returns a sensible range. You could start with a random 60‑100 bpm to test the thresholds. Add a little delay so the scene doesn’t flicker every frame. Once the loop is humming, we can play with music changes, light flickers, or even dialogue lines that shift as the pulse climbs or falls. Keep the thresholds adjustable, and watch how the story feels more alive when the beat syncs with the world.