Ultimate Discgolf in Hyperspace
Team members - Tõnis Koppel, Aadam Kaivo
It’s a VR game. The player has to throw a disc-shaped teleportation portal and get to the end of the level. So the game resembles disc golf. But instead of walking you can teleport where the disc landed. There are obstacles on the way. The player can control the direction of the thrown disc while in flight. The goal of the game is to make it to the end of the level with least number of throws. Number of discs per level is limited. So you better not run out of discs. Player can also find additional discs during the level. Levels are divided into logically separated areas(islands, rooms, etc.). Player uses teleport discs to get from one area to another. Inside logical area player should be able to move freely. Including the use of default VR teleport functionality. Using default teleport to get to a different logical area should not be permitted. That’s what the discs are for.
Game environment & art style
The game takes place on some platforms or islands floating in space. For the environment we will use low poly models from the asset store.
Milestone 1 (17.11)
For this milestone we have:
•Designed disc in blender (Aadam)
•Designed instructions for player (Aadam)
•Desigined some obstacles (Tõnis)
•Designed game-world elements in blender (Tõnis)
Together in lab: Controlling the disc mid-flight, teleport functionalities (teleport to disc and local teleport on the island the player is standing on) and other little tweaks and functionalities.
The main problem is that the throwing mechanic seems unnatural. Using newton VR, throwing the disc feels about the same as throwing a cube. Possible fixes would be writing our own script for interacting with the disc or write some fake aerodynamics for the disc so it feels more natural when throwing.
There’s a small change in art style. We aren’t using asset store assets but are designing our own 3d models in tron-like style. Also we are hoping to finish a playable prototype by 09.12.
Milestone 2 (01.12)
For this milestone Aadam has mainly been developing our own disc throwing mechanics and physics, which work pretty well but still need some tweaking. Tõnis has been working on sound design and animations. Also there are some other minor additions.
Implementing throwing mechanics has been a pretty tough process. Also it turned out that judging the distance is pretty tough in VR. Seeing if the thrown disc is at the same distance as the island is difficult, we will experiment with adding some fog, lights and shadows and see if it helps. We will definately take it into account when designing the final level.
Our plans really haven't changed that much during this iteration, altough we are not sure about the art style because it's even more difficult to judge the distance in a dark, tron-like environment, so we will experiment around with adding some ligths and changing the color-scheme.
Gameworld - not much has changed but it is more interactive - disc hit has a particle effect, there are some sounds and the island markers light up when you can teleport there.
Some complicated disc physics
Milestone 3 (15.12)
Biggest improvements since last time are high-score and more levels. Players now have their high score saved to disk. Top ten for each level are displayed in menu level behind each level miniature model. Except for tutorial level.
We also made initial level to input a name and a menu level to move between play levels. Initial level has an interactive keyboard and players can go to it any time to change their name. We designed three levels to choose from. All different difficulties.
- High score is implemented by a high-score system that keeps all records in a file.(Tõnis)
- Player can see a current score on a scoreboard by pressing a button.(Aadam)
- Menu level displays miniature play levels and high-scores. Player can choose which one to play.(Tõnis)
- Name input level consists of just one island and an interactive keyboard.(Aadam)
- Tutorial level(Tõnis & Aadam) to familiarize players with controls.
- Three playable levels have been added.(Tõnis & Aadam)
- Controls have been simplified for ease of use(Aadam)
- Disc control was improved. Now players can use it only a limited time.(Tõnis)
We had quite a few people test our game and we saw that there are some important things to improve. So here is our to do list.
- Fix a nasty bug that causes fading error during disc teleport. Everything turns white and stays that way.
- Fix user input based on testing feedback. Push buttons instead of grabbing.