This is a project for the subject Interfaces Inteligentes in Universidad de La Laguna made by:
- Dario Cerviño Luridiana (alu0101315058@ull.edu.es)
- Enrique Viña Alonso (alu0101337760@ull.edu.es)
- Juan Salvador Magariños Alba (alu0101352145@ull.edu.es)
The project is rushed because we were working on a tight time frame.
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.
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.
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.
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.
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.
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.
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:
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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.
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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.
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Haptic feedback is integrated into actions like shooting, enhancing the overall sense of immersion for players.