Godmode VR


Combine snow balls and clouds to create blizzards, combine lava and rocks to create throwable meteors
Combine snow balls and clouds to create blizzards, combine lava and rocks to create throwable meteors
Object scaling with intuitive, 2 handed gestures.
Object scaling with intuitive, 2 handed gestures.

Project Details

  • Engine: Unity
  • Platform: PC - VR
  • Team: 2 Programmers, 3 Designers, 4 Artists
  • Length: 3 weeks
  • Roles: Lead & generalist programmer
  • Dates: 06/01/2020 - 24/01/2020

Contribution

For Godmode I was the lead programmer and one of 2 on the team. The other programmer worked part-time. 

 

For Godmode I made a system that allows the player to mash 2 objects together to create a new object that is immediately held in the player's hand. 

 

I also implemented 2 handed object scaling. This allows players to scale any object up or down with a gesture similar to mobile pinch-to-zoom motions.

 

I also implemented the player movement, which is based on Townsmen VR. The player is able to "drag" themselves around the level, and scale themselves up or down to increase the in-game distance they cover with their arms, which in turn allows them to drag themselves around the level faster or slower depending on the scale.

 

I also created the systems for spawning all the resources in the level that they player will use. Putting them down manually is tedious and would mean they are finite which in turn means the player could deplete their resources and get stuck. 

 

Lastly I implemented all of the "weapons" the player uses. These being a meteor shower, a placable blizzard and a godly hammer that creates earthquakes.

Experience

Godmode is a VR tower defense game prototype in which you combine things from your environment to create weapons modelled after natural disasters. The ones that are fully implemented were a placable blizzard (snowball + cloud) and a meteor shower (lava + obsidian). The earthquake hammer (tree + rock) implements core functionality but was still a work-in-progress. There were 2 weeks of production time. The concept of mashing objects together to create new ones was inspired by the game Alchemy.