Week 41 - VR assignment Week 2

   Week 41

VR assignment


This week we continued our first VR assignment. Last week we finished the physics of throwing a knife on a device with the target tag. This week we all gathered in the XR lab at the couch PC which is a bit underpowered for VR but we really liked the couch. We swapped roles around from the guinea pig testing the game to coders and people writing for the blog throughout the day so we all worked on the game pretty equally. 

Firstly, we started by adding an axe to the game, but this backfired when we found a bug that, after being thrown to the target and sticking to it, it would slide after a short time. This was fixed by making the collider of the blade of the axe bigger but it took us quite a bit of time to fix this bug. After this issue, we added hands to our game so that you can actually see where the controller is and make the game more interactive. We have gotten the models by cannibalizing the Oculus package to save on space.

Afterwards, we started reworking the mechanic of grabbing weapons to the hand. 



With the trial and error we were positioning on the Y axis the handle of the weapon so it fits the hand perfectly.
Also, we've reworked the way the weapon hits the wall, gravity, changed the mass of the knife and axe, 
detaching from hand.

After this, we started thinking about a map. After a long search, we settled on a room from an abandoned asylum package. After this, we started making the targets and laying down tables to put the throwable items on, also a package from the store. 

We thought just having targets laid around the room would be boring we made one of the targets move so it is a bit more interactive. The throwables that stick to it will automatically unstick themselves after some time.

Also, we have put a reset button in as having to restart the game after you run out of things to throw would be a nuisance. We tried to make the button activate once you hit it but our hand model has more than 30 colliders and would cause us all sorts of problems by spawning 200 items at once instead of 10 so we just settles down on having to place a throwable item on it like the red 'Reset' cube.

Currently, we have a demo but it is not final as next week we are going to make a better one as we are not happy with the current one: https://www.youtube.com/watch?v=eVlND_e0hqA

Authors of this blog: Mircea-Ionut Dobre, Patrik Horny.

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