Space Potato May 2014 (Spring Quarter)
A game made for the Oculus Rift with the theme of the player being in a playground like environment. The player plays as an astronaut who gets to explore the interior of an asteroid in the voids of space. The controls are designed to simulate controlling an RCS type of system. The player has a flashlight that they can use which runs on a limited amount of battery which burns out after extended use. The flashlight recharges itself once its battery is gone. The player also has the option to launch glow sticks to light up the dark interior of the asteroid. The environment of the world is a good simulation of what it is like to be in a zero gravity environment. The Oculus Rift is used for orientation in where the players wants to move. This means that wherever I am looking I will go in that direction with a press of a button. This game was made at DePaul University in Brian Schrank’s VR Games course. The game was written in C# using the Unity3D engine.
What I have done:
-Created the initial prototype (i.e. player controls, physics system, placeholder objects to simulate the space, etc.)
-Implemented the flashlight mechanic and the battery system for the flashlight
-Helped in implementation the sound for the game
-Helped in programming the player rotation orientation with the Oculus Rift
-Programmed the firing of the glow stick projectiles
Here is a link to the Oculus Rift game dealing with team roles and post-mortem during the development process
Sampson the Space Salmon April 2014 (Spring Quarter)
A game made for the Oculus Rift where you play a salmon swimming through floating streams of water in space. The game doesn’t use any keyboard or mouse controls, you only tilt your head to speed up and you leave the stream to hop out of the water. This game was made at DePaul University in Brian Schrank’s VR Games course. The game was written in C# using the Unity3D engine.
What I have done:
-Programmed the initial prototype for our VR Toy
-Helped in implementing the head tilting motion mechanic for the game
-Sound cues when exiting and entering streams
-Particle effects when entering and exiting streams
Post-mortem and development process here.