Inspiration
Our project is inspired by the thrill and creativity of trick shots, a concept that challenges players to achieve impressive feats with precision and skill. We were excited to explore how this concept could be transformed within the realm of Mixed Reality (MR). This led us to investigate several key questions that shaped our development process:
- How can we leverage the unique capabilities of Mixed Reality to enhance the experience of executing trick shots?
- What elements make trick shots exciting and engaging in a virtual environment?
- What types of challenges can we create to test the player’s skill in performing trick shots?
By addressing these questions, we discovered that incorporating the physical environment into the game could significantly enhance immersion and complexity. We decided to integrate real-world objects as target points or obstacles for players to interact with, adding a dynamic layer to the gameplay. Additionally, we focused on creating diverse challenges and opportunities for players to showcase their best trick shots within the MR space, blending creativity with skill-based challenges in a captivating way.
What it does
Our project harnesses the advanced capabilities of the Meta Quest to create a truly immersive Mixed Reality experience. By scanning the physical environment, the game transforms real-world objects, assigning them new properties to interact with. This allows for a dynamic gameplay experience where the player's surroundings become an integral part of the game.
The core of the gameplay revolves around creating checkpoints on real objects within the room. Players must guide Sir Bouncealot to touch these checkpoints, adding a layer of challenge and strategy. To initiate the game, the castle of Sir Bouncealot is randomly placed within the space, releasing him at the press of a button.
To increase the difficulty, we’ve scattered various traps like spikes and presses throughout the environment. These obstacles are designed to challenge the player's ability to construct a functional track. The player has access to a variety of building components, including simple track pieces, trampolines, cannons, and gravity changers, which they can freely place within the space. This flexibility encourages creativity, as players can design and build their own unique tracks to navigate Sir Bouncealot through the MR environment.
How we built it
For the building process, we used:
- Unity as our game engine
- Blender for modeling our 3D assets
- FL Studio for our audio
We specifically used the following components of the Meta Presence platform:
- Passthrough to enable the ability to build the track for Sir Bouncealot in your real room.
- Scene SDK to gather information about the room and spawn objects like checkpoints, traps, or the castle of Sir Bouncealot within the space. We also used the Scene SDK to mask real objects as lava or ice, giving them different characteristics.
- Interaction SDK to give the user the ability to place building components.
Challenges we ran into
Throughout the development process, we encountered several challenges:
- Quality of the Room Scan
- Choosing the right Elements and Building Parts
- Working with Physics
What we learned
During the Development of our Project we were able to gain valuable insights and skills like:
- Working with the Meta Presence Plattform
- Optimize exports from Blender
What's next for [21] Team Six
As we look to the future, several exciting developments are on our roadmap:
- Polishing: We plan to refine and enhance the game to ensure a smooth and enjoyable experience. This includes addressing any bugs and optimizing performance for a more polished final product.
- Adding Effects: We aim to incorporate additional visual and audio effects, such as dynamic reactions when Sir Bouncealot collides with objects. These effects will add a layer of immersion and excitement to the gameplay.
- Introducing New Items: We intend to expand the range of items available in the game, offering players more tools and components to create and customize their tracks.
- Improving UI and UX: Enhancing the user interface and user experience is a priority. We will focus on making the game more intuitive and user-friendly, ensuring that players can easily navigate and interact with the game.
- Implementing a Scoring System: A point-based scoring system will be introduced to add a competitive element, allowing players to track their performance and strive for higher scores.
- Adding a Social Aspect: We plan to integrate features that let players showcase their best trickshots and achievements to others. This social element will encourage sharing and foster a sense of community among players.
- New Challenges: In next iterations of our games we plan to indroduce new challenges that Integrate the real world even more. For example one challenge could be to touch every wall x times.
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