SimpleManGames / MetroidVR

A prototype for a 3D Metroid-Style VR game

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MetroidVR

This is a prototype trying to replicate Metroid Prime in a VR RoomScale experience.

Game Mechanics ---

Movement Jetboosters There are a lot of ways of moving the roomscale through a 3D game environment; Here are some that I will be testing going forward

	Camera Steering -
		Duck down into a trigger collider that is below the player's head while touching the circle pad to start going. Then, you can drift by moving you finger left or right on the pad.

		Pros
			So far this seems to make people less motion sick since you are moving you whole body to move in the game space

		Cons:
			Since this is an action game you couldn't strife as easily

	 Point Steering -
	 	Using your free hand you can be able to point a direction you want to go.

	 	Pros:
	 		More flexiblity with movement

		Cons:
	 		Feel a bit sick when moving backwards

 	Circle Pad Steering -
 		Takes the input from the D-Pad and applys the movement based on the camera's forward direction

 		Pros:
 			Extra control over the movement

		Cons:
			The most nause inducing movement yet

	Jetpack Steering -
		This method will be used by holding a button down and leaning in a direction to determine when you are going.

		To be tested

	Roomscale would have a collider on it so they cant dash out of the play area. Fire a ray with the direction they are moving in order to detect if they need to slow down.

Jump shoes
	Need to figure out

Gameplay Progress through a 3D randomly generated layout in order to fight enemies and make it out. This game would have rogue like elements like no progression between attempts and RNG on the items you collect along the way.

Combat Charge cannon which you can pull the trigger and charge your shot

Can switch weapon type by using fingertip button to cycle through options; Either single direction way or by click and hold then twisting your arm left or right to select new weapon type.

Different weapons could be elemental that affect different enimes in different way; Or weapon types so say like Charge shot or missles

Collision Have a point at he base of the feet child a collider to that and make the parent always face the headset location. Then when the player moves in room scale "drag" the collider parent.

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A prototype for a 3D Metroid-Style VR game


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