Personal reflection - Patrik Horny 293112

Personal reflection - Patrik Horny 293112


Vuforia


Working on a first project using Vuforia was not the best experience. On the positive side, if there is enough of light, the tracking of the image target works well. I was also surprised how straightforward to make nested object appear without any other configuration after just making it a child object. On the other hand, the setting up the project took the most time and at last the whole build process which gave us the most headaches.  
Making the game work was relatively easy but took some time to find a working script to make the gyroscope work. The implementation of the game function was straightforward. First, we check if the system supports the gyroscope. If yes, then each frame the rotation of the phone is checked and based on that the field is tilting.

The major disadvantage of Vuforia is that it is kind of restrictive given it’s marked based, so we don’t have full control over the app.

Main contribution 

-       Choosing topic

-       Making gyroscope work

 

TrashApp

 

Making our educational app was more rewarding compared to Vuforia. At first, we speculated for some time what topic to go with. After settling with the recycling game, we began to work on a prototype. First, we tried to work with my Google Pixel phone to test our prototype, but the finding of the plane wasn’t the best. We didn’t know if it was the phone itself, which was weird given it is a Google phone, or if it was because of the lack of light in the study rooms. Therefore, we decided to build the whole app for the Jan’s iPhone. 

Even during our first session we knew this as well is going to be a huge headache regarding the build time just like with Vuforia, which decremented our morale. Sorting the problem on Mac on how to build the app for iPhone was pain, but not as big of a pain as building the game which always took 8 minutes which Jan just at the finishing found out on how to rebuild the app with only the code that has changed.

Main contribution

-       Choosing topic

-       Search for assets 

-       Sound design

 

Throwing knifes

 

Working with the VR felt more intuitive compared to the previous projects. The setup that much problematic and it felt like more of a work with Unity. 
In this game we developed a simple game where player throws knifes and axes at the target. The mechanic that has been focused on was naturally interaction with the objects. The most problematic was the positioning of the weapons in the hand. Since we have no prior experience with this, we decided with a trial and error to set the position and rotation values from the editor until the weapon fits right in the hand.

Next was the sticking the weapon to the object. 

Main contributions

-       Selection of topic

-       Search for assets

-       Making the objects stick if the correct part hits the target

-    Handling position of the weapons


Wizard game


The wizard game was wrapping our knowledge from our previous VR project. The game borrows grabbing mechanic from the previous project and adds another one which is shooting a spell and locomotion. 

Here I contributed with the creation of the Dementor mini-game.  The main issue was positioning the raycast for the spell so it goes into the direction of the wand.
Another features were also implementing sounds when shooting a spell but that had to be scrapped because of the audio issues.

Main contributions

-       Selection of topic

-       Search for assets

            -    Dementor mini-game

 

 

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