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Void Runner

Void Runner is a virtual reality endless runner game inspired by vaporwave elements. It was built using C#, and Unity.

Tables of content

How it works
Motivation
Challenges
What I would change

How it works

Interaction

The way the user interacts with this application is through a VR headset, VR controllers, and body movement. Check out some early alpha gameplay footage by clicking the image below!

Early alpha gameplay footage!

Obstacle Pooling

One of the biggest considerations I had while creating this title was performance. The PC I was developing this project on just barely met the minimum specs to run VR, so I knew I had to be mindful of this. A big leap made early on to satisfy this was the implementation of an obstacle pooling system. Essentially, at the start of each game, a set of 30 obstacles are created (6 of each type). As the player passes the incoming obstacles, they become deactivated, their position is reset to its initial value, and a flag is set to let the obstacle pooler know the obstacle is ready to be placed again. This feature improves performance by eliminating the need for an obstacle to be instantiated every time one is needed to be placed.

Motivation

My biggest motivation for this project was to create a fun, engaging, and visually intersting virtual reality experience that I could eventually release on Steam.

Challenges

My biggest challenge while developing this project was testing features as I was implementing them. It was a little combersome to have to go back and forth between jumping around wearing a VR headset and sitting down at my desk combing through documentation to solve a bug.

What I would change

The main thing I would change about this project (And I plan to in future updates) is the addition of power up items, much like other games in the endless-runner genre have, to keep the gameplay fresh. Two ideas for power ups I had are a powerup that lets you see through incoming obstacles to see what the obstacles behind them are and a power up that shields you from a single source of damage.

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