Sunday 26 March 2017

My Varsity Final Project:Conclusion

Admittedly there has not been an update for a while.

Mostly due to finals happening so close after the hand in date and then me being on vacation (Had vacation job)
But seeing as it is a few (90+) days after Xmas, I might as well sit down and give the conclusion.

The last stretch was filled with nightmares, shortcuts and Macgyver styled fixes to get this project in a finished state for demo.

We learnt a lot, most of which where "don't do these 'x' things before demo", and was able to give a successful demo of the project.

A very "flattering" photo of me explaining the whole system (Yes I'm barefooted at a demo...the mocap didn't sit nicely on my shoes) and Yusri sitting ready at the demo machine.
A few down falls of the project was: Scope, technical issues (wireless prop could not keep a stable connection, streaming to the headset became extremely buggy once anything other than the screen streaming was running...so receiving a message game some issues mid demo,  the mocap suit is extremely sensitive to any magnetic interference (So the electrical cables running underneath the floor was giving some tracking issues)

The games difficulty got reduced so that people could actually finish the game in about 5-10 minutes rather than 30-45 min (mostly for the tutors assessing our project)

Visually nothing changed much since the previous update, most of the changes came with Will fixing the Multiplayer aspect (We only tested it locally...so no idea if it would work over the internet) and bug fixes...oh so many bug fixes. (And yet...there remained soooooo many bugs...)

So, on to the results:

Screen shots
Main menu

Starting area with "fellow" AI prisoners.

First encounter with the gaurds


The "battle hall"

The door that I had the most fun animating.

Boss Battle!!!
Controls:

  • WASD: move in direction
  • Space: jump
  • LMB: Light attack
  • RMB: Heavy Attack

note: attacks, jumping and sprinting uses stamina

Game Files: link
Unfortunately...I only have access to a windows build (when trying to build it recently a ton of compile errors arose due to Unity's newer network code. Apologies (I might try and fix it in the future, MP was just SP with one of the other AI prisoners replaced with a friend)

Well, that finally concludes this project. It was an interesting experience. I would definitely revisit the VR locomotion...as the method we tried, well, it made me uncomfortable too use...which is a bad sign.
I would love to play around with VR again, but next time with a proper VR headset.

So until next time, bye bye.

Stage 3: Test level

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