XRD Week 5

Repository link: https://github.com/SchlagerSoftware/KeeperVR

XRD Week 5 

Updated game view with instructions



After the presentation during week 5, we have considered the ARCore project to be completed. At the first glance, the final product might not look educational as it was required, however it was supposed to give an impression the real life bowling in case a user wants to get entertained. As it looks now, this AR bowling game requires some precision and idea where to shoot to score more points. The user needs to think of the direction and the possible angle where the ball will hit the pins. It might also allow to get better in the real life bowling as it is a good way of improving personal skills in terms of the tactics. The game does also have a variety of ball types - light, medium and heavy, therefore the user should get a proper comparison. Considering all the technical aspects, no issues have occurred this time. Everything regarding the hardware as well as the actual app have ran in the appropriate manner. The unity app got displayed on the sprcpy virtual screen, so it was possible to show how the AR board is applied to the scanned mesh and play the game to show how it works.


Football field


Starting off with the Virtual Reality project, we followed the tutorial to prepare the template. Additional steps have also been included as we decided to use Oculus as our headset to test and experiment with the different functionalities like movement and physics. As there is more time required to work with the VR project, we decided to do more research than in case of the first two. We started off with the idea of making a tennis VR game, however it requires some more knowledge about the ball trajectory in case when it hits the net or goes out of the field. Just because the board was already made, a 3D stadium where the game would take place, we rearranged it to make it look like a football field.


Nowadays most football games such as FIFA or PES offer a possibility to score penalties, however it is usually played from the footballer perspective. Therefore, we would like to try something different because it is supposed to be a VR game, we realized that it would be worth to make it from the goalkeeper's point of view. The main objective would be to save as many penalties as possible with the variety of styles - catching the ball with both hands, hammering, tapping or even pushing forward. The ball would use different forces as it needs to be acting realistically, meaning that too much force would cause going above the post or sideways, whereas an appropriate amount would either cause to score or shoot at the keeper. The point is to save as many balls as possible. This task would provide some physicality and a good level of flexibility and confidence to predict the direction where the ball might possibly be heading. Moreover, the player would also need to know which style of goalkeeping would suit best to the certain situation as this would be a technical game. 


    
                                                                  Author: Oliwer Szefer




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