The Lost Art of the VRecking Ball
VRecked is virtual reality game prototype developed for the HTC Vive which I developed during the two weeks of an university project. It's created using the Unity engine and the project in general really helped me to get started with VR development. Experimenting and getting the basics right was tons of fun. In these early stages of VR it's really up to us to figure out what ideas do work out and what do not.
Feature-wise I managed to implement most of the features I wanted to. You have working and intractable levers to control the crane with varying speeds, a little timer you can pick-up which displays your current playtime, grab-able objects i.e. a clipboard with mission objectives and an highscore element on your dashboard.
In addition to that I made a custom HMD model for displaying in-game footage, a moveable/interactable in-game camera and custom camera controls with numpad key bindings to quickly switch between cameras when recording or displaying the game on an external monitor (without influencing the camera view of the HMD).
One major problem I faced was building destructible buildings. Even though I implemented various solutions to tackle this feature, I pulled it from the final prototype build because of performance setbacks. Performance is really important in VR (for various reasons) and you don’t want to get too many dropped frames or a low frame rate. Nevertheless being able to precisely damage a wall and have this instant feedback of a whole collapsing house felt really nice. But eventually my other approach in only having individual floors that you have to take out and clear, made more sense in a way. Thanks to that change the gameplay was somewhat comparable to a round of super-sized Jenga.
All in all it was a great little project which helped me to now tackle bigger and more deeper VR experiences.
VRecked Prototype Trailer