The current demo is a strong foundation: a single, DAO‑inspired observatory site, a large telescope you can operate in VR, and a way to move between the view from the ground and a pulled‑back perspective of where those targets live in the cosmos. The next phase is about turning that foundation into a complete learning platform.
1. Deepening the Core Experience
Right now, the experience shows what’s possible; the next step is to give it structure and depth.
Planned work includes:
Guided observing tracks
Curated paths that take users from their very first session to more advanced observing:
- “First Light” for complete beginners.
- Seasonal sky tours that highlight key constellations and objects visible at different times of year.
- Lunar and planetary nights focused on the Moon, Jupiter, Saturn, and the brighter planets.
- Future tracks for deep sky, like introductory Messier marathons.
Context at every step
Each track would not only show what to look at, but also:
- Where it is in the sky from the ground.
- Where it sits in the Milky Way or beyond.
- How it relates to the instruments and techniques being used.
Funding here would go toward:
- Designing and scripting these tracks.
- Implementing the logic and UI that guide users through them.
- Adding voiceover or visual prompts to keep the experience approachable.
2. Expanding and Polishing the Content
The current build shows what careful research and solo development can achieve. To reach a production‑ready level, I need to scale content creation.
Key goals:
Environment and asset polish
- Higher‑fidelity models and textures for the observatory, telescope, and surrounding site.
- Better lighting, atmosphere, and subtle animation to make the space feel alive.
UI and interaction refinement
- A more cohesive visual language across menus, labels, and in‑world prompts.
- Micro‑animations and feedback cues that make complex interactions feel intuitive.
Art direction consistency
The recent collaboration with an art director on cover art and UI/UX showed how much faster and more cohesive things can be when that role is properly resourced. Future funding would:
- Support ongoing art direction.
- Allow contracting 3D artists and UI designers to carry that style through the entire experience.
This frees my time to focus on:
- Systems and interaction design.
- Astronomical accuracy and performance.
- New learning features.
3. Multi‑User “Star Party” Modes
One of the most powerful parts of the real DAO experience is its social aspect: being guided by someone who knows the sky and can answer questions in real time.
Planned multi‑user features:
Small group sessions
- A host/facilitator role (e.g., an educator, outreach volunteer, or advanced user).
- 4–10 participants joining the same virtual observatory.
Shared observing
- Everyone sees the same telescope target and sky conditions.
- The host can highlight objects, control time, and point out features from both the ground view and the pulled‑back cosmic view.
Voice and presence
- Lightweight avatars and voice chat for conversation and Q&A.
- Simple gestures or tools for the host to “point” and annotate.
Investment here would go toward:
- Networking and session management.
- UX for joining, hosting, and moderating sessions.
- Server or infrastructure costs for running regular star parties.
4. Tools for Educators and Outreach Teams
For schools, planetariums, and observatories, Night Simulator should be a tool, not just a one‑off experience.
Planned educator features:
Session presets and control panels
- Choose a theme (e.g., “Intro to Galaxies,” “The Moon Tonight”).
- Set duration, difficulty, and key learning outcomes.
Progress and engagement indicators
- Basic metrics like which targets were visited, how long users spent on each segment, or which modules were completed.
Integration with existing programs
- Materials or templates that help educators tie VR sessions to their curriculum or public talks.
Funding would support:
- Designing and building these dashboards and tools.
- User testing with real educators and outreach staff.
- Documentation and examples so they can adopt it quickly.
5. Accessibility and Comfort
A key goal is making Night Simulator usable for as many people as possible, not just those already comfortable in VR.
Planned improvements:
Control and mobility options
- One‑handed modes and simplified interaction schemes.
- Adjustable locomotion (teleport, smooth, or hybrid) and comfort settings.
Visual accessibility
- Contrast and color presets that help users with low vision or color blindness.
- Text scaling and layout options for readability.
Comfort‑oriented pacing
- Session lengths and intensity levels that can be adjusted for classrooms, outreach events, or individuals who are new to VR.
Funding in this area would go toward:
- Design and implementation of these modes.
- User testing with a more diverse group of participants.
- Iteration on comfort and clarity based on feedback.