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VR Game prototype

Authors

This is a project for the subject Interfaces Inteligentes in Universidad de La Laguna made by:

The project is rushed because we were working on a tight time frame.

Game description

Game Overview:

  • The main loop of the game consists of defeating waves of increasing number of enemies.
  • The player initiates each wave by pressing a button when they are ready.
  • Enemies spawn from special points called "spawners" and aim to destroy certain objects near the player's tower. DualWield

Player Abilities:

  • The player has a pistol to shoot enemies.
  • The player can also craft 4 different kinds of potions in between waves that can be shot with a hand cannon. UsingPotions

Player's Workspace (Tower):

  • The tower provides a view of the entire game map.
  • Features:
    • Potion table with inventory access.
    • Main table with a pistol and a potion-firing cannon.
    • Game control panel for wave management.
    • Movement control panel for changing movement types.
    • An exit button.

ButtonExample

Resource Management:

  • Materials for potions are obtained by defeating enemies.
  • Each potion creation consumes 4 ingredients.
  • The player can control the wave start so the crafting can be made in between waves.

ThrowingStuffAtThePot

Weapon Summoning:

  • Two books on the main table summon gunpowder weapons:
    • Right book: Summons up to two pistols.
    • Left book: Summons a potion-firing cannon.

WeaponExample

Enemy Behavior:

  • Enemies emerge from black cylinders and target white cylinders.
  • If an enemy destroys a white cylinder, it changes color and becomes another potential entry point.
  • The player loses if all white cylinders are destroyed.

Player Movement Options:

  • The game offers two movement modes to cater to player preferences:
    • Player-Action-Based Movement: In this mode, players use a controller for movement, with a constant speed to prevent motion sickness.
    • Teleportation-Based Movement: This mode allows players to teleport to different positions within the game world, eliminating gradual movement changes while standing still to reduce motion sickness.

MovementOptions

Movement and Rotation:

  • Regardless of the chosen mode, real-world movements translate into virtual world movement.
  • Players have the option to rotate in increments of 45º or -45º using "snap-based" rotations, preventing continuous spinning and reducing the risk of motion sickness.

Game Controls:

  • The game utilizes only two input actions:
    • Grip Button: This button allows players to pick up objects and throw them.
    • Trigger Button: Players can use the trigger button to shoot.

Notable Design Decisions for Virtual Reality:

  • The game's environment is designed to minimize the need for sudden and urgent head-turning, ensuring players can comfortably view the entire game terrain.

  • Despite the bigger terrain where the enemies are located, the game offers a limited player area, which can be navigated using various comfortable VR movement systems.

  • Haptic feedback is integrated into actions like shooting, enhancing the overall sense of immersion for players.

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A VR Shooter, Tower defense game prototype

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