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Development Time: 21 hours

Genre: Vive Experience

Technology:

  • Unity 3D

    • C#

  • Github

  • Visual Studio

Platform: Vive (PC)

My Role: Programmer

Game Summary
Game Summary

   This game was done as a part of the 2017 Global Game Jam, and created at the Collin College site.  It is a vive experience where in the player is placed behind the wheel of a space ship (that looks more like it belongs on the sea).  The player can chuck lightning spears and also observe the outer space environment near what appears to be saturn.

   I Contributed the code the lightning spear code, the vive controls code, and also debugged the github repo and handled integration of assets.

Personal Contributions

Personal Contributions
Vive Controls and the Lightning Spear
Vive Controls and the Lightning Spear
  • Explored what was needed to get the Vive controls working in Unity.

    • Got picking up and dropping objects working (which also got throwing objects working).

    • Plugged in the correct pieces into the levels.

    • Researched how to handle teleporting the player, as well as how to have a laser pointer come off of the controllers

    • Made attempts to solve issue of spear clipping into a player's face.

  • Responsible for getting the lightning spear to feel good for throwing.

    • Stopped it from rotating once released.

    • Removed all weight and gravity from it.

    • Increased launch speed.

Vive Spear Chucking script

SpearBarrel Script

Integration and Debugged Github Repo
  • Integration

    • The integration process went smoothly in some places, and less so in others.

    • Exceedingly interesting to see how differently each individual chose to set up the individual pieces of the whole project.

      • Those differences did cause some hindrance in the ability to integrate everything.

      • The whale was originally suppose to be damageable and also able to attack the boat for instance.

  • Debugged Github Repo

    • Found solutions for when a submission collision occurred.

    • Moved fast to help resolve the issues quickly.

    • Set down some standards to help prevent future submission collisions.

Integration and Debugged Github Repo
What Went Well
  • The support for the Vive in Unity was very strong and easy to set up, had a prototype up and running within the first three or four hours.

  • Likely due to my position in the room (the center of it due to needing to have access to a vive), and the producers constantly moving about, I felt like I was always let in on what all has been let in or changed decision wise.

  • Although still more that would of needed to be done before could call what I worked on perfect, the spear chucking actually feels pretty good to do.

What Went Well
Challenges
  • Integration was painful in places.

    • The whale in particular was not set up or imported correctly. Thus the collision on it would not work; needed more time to get that functional.

  • Most everyone on the time was unfamiliar with Github, thus a good chunk of the first day was devoured thanks to push collisions.

  • Size of team with how much needed to be done in such a short time did lead to a rather hectic environment.

Challenges
What I Learned
  • Vive, or potentially even other VR hardware, is pretty simple to prepare in Unity.

  • If need to hack stuff together as a team in a very short period of time, avoid using a version control method that most everyone is unfamiliar with.

  • A large team can accomplish quite a lot in a short amount of time if well organized and with clear communication.

What I Learned
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