XRD Week 8
Repository link: https://github.com/SchlagerSoftware/KeeperVR
XRD Week 8
During week 8 we have started working with the upgrades, aimed to improve the overall experience of the player. There has also been a presentation of the previous state of the VR game that allowed to show to others what we have been working with. As it took place before the testing phase with Oculus, it can be said it was more of the pre-built/beta version of what we wanted to achieve. As we progressed through with the Virtual Reality it was possible for us to make it according to the concept we had.
We have started with add the limiters for moving around the goal's field, so that it would be close to the real deal, where the goalkeeper can only move around the keeper's field after the whistle. Those limiters also allow the ball to get between the posts to score a goal or to save if the person playing has caught the ball before it crossed the line. This also became one of the most crucial adjustments at this stage.
Another improvement that has been added is a possibility to change the force that the ball is going to be hit with. This means there is a speed slider in the options menu that will make the game easier or harder. The more to left it goes, the stronger the shoots are going to be. As the point of this game is to save as many balls as possible, the player needs to decide what will be the best options for his/her own flexibility. This game requires not only a good level of stamina but also some physical coordination.
| Volume and speed sliders (updated) |
| Updated Football Stadium for the KeeperVR |
Compared to the previous built, the current version has also been updated in terms of the map to make it look like even more realistic. Starting off with the stadium, the reflectors have been added at each one of the stadium corners. The roof has been added above the tribunes to make it look like a football arena. The pitch has also been fixed with the darker texture to make it more appealing for the eyes. A skybox of the sky at midnight has been added to give a realistic touch to the game as most of the important football games usually take place in the evening. A directional light has been attached near the reflectors to direct the light towards the football field.
| Setting the volume to default |
Moreover, the issue with the audio has been solved, meaning that the volume slider is now using the value of the audio, so that the player can decide whether to turn it off or keep it as it is. The menu has also been adjusted to the VR in general, therefore there is a separate scene made specifically for it.
All the minor issues related with the gaming experience such as stopping the ball after the reset or grabbing the ball when it is not within the range of the player have been fixed. The font and the appearance of the buttons have also been changed to match the general style of the game.
We have also changed the hands that we have implemented before to the regular vr pads instead due to the errors with the hand movement and reaction. The professional VR hand models do also cost money, therefore we decided to stick to the pads instead.
Summing up the entire VR-project period might be considered to be productive as the configuration was also crucial besides everything that we have made in Unity. It matches the idea we had, allowing to do all the actions that we wanted to include. Once the game starts, the player can press play, the ball goes towards the goal, where the player should defend the ball to avoid it from going inside the net. The entire game can be restarted. Moreover, the ball can be only caught when it is in the range.
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As the second project was meant to be educational, in the ARBowling we have added two more sections in the menu telling what the bowling is about but also about its history in general. Besides, there is also a text that pops-up while choosing the direction for the ball, so that it is going to inform the player about the best direction to take for the ball to shoot.
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