Recently completed two VR projects since the last update. One was the Desert Climbing VR project. Here is a video along with my key learnings:
Desert Climbing VR Project
Key Learnings
Faster Prototyping - Use free assets
I made the 3D models myself and realized that it took up a lot more time then I thought it would in the end. Ultimately this slowed down the time it took to make a prototype of some of the features. It made me realize that it would be better to use free assets in the Unity store or other websites to add some basic visuals and move through the building process faster.
Dialogue system
I made the dialogue system myself and its triggered through listening to button inputs on the Quest 2 controller. The Dialogue uses scriptable objects which store or reference the text and images needed which are inserted into a basic UI Canvas. It was only after making it that I realized that the system I built makes it difficult to do things like display multiple images and etc. If I were to try it a second time I would try and use Unity's timeline instead which might provided a lot more flexibility and faster implementation. I enjoyed using Scriptable Objects and can see how they are a great tool for any game developer.
Biggest Challenge
It was my first time implementing a VR climbing mechanic and there were challenges dealing with character body collisions with rock protrusions as well as the hand poses themselves when grabbing the rock. Perhaps I'll find a solution in the future but I realized that automated hand poses for grabbing objects would be pretty useful in increasing realism. Turning off the hand doesn't really help since seeing your hands is a big part of climbing.
Adding Story
Adding story was a fun creative challenge. It made me think more deeply about the mechanics of the game and helped with setting up scenes.
VR Archery - Chinese New Year Inspired
I was thinking about what I should do for my next project and my wife gave me some inspiration. I decided to do a VR Archery game inspired by Chinese New Years. I'm pretty happy with it since I applied what I learned previously and it allowed me to gain more time on the game design itself. There's a lot more I could do to improve it as well.
Key Learnings
Decoupling systems
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