Title: Unfair Dodger VR
Release: January 2020
Initial Development Period: 1 Week
Development Status: Completed
Availability: Oculus Quest
Tagline: Moving On
Release: January 2020
Initial Development Period: 1 Week
Development Status: Completed
Availability: Oculus Quest
Tagline: Moving On
Unfair Dodger was a really fun idea that at some point I'll probably revisit in the 2D plane, but when brainstorming ideas for a very easy to understand VR game I selected it to use as my template. In the same spirit, both of the games were developed under a relatively tight time constraint, though admittedly I wasn't able to work on it for all 7 days. The intention of the development time restraint was actually because I found out that bringing my Oculus Quest on vacation was a possibility, and I wanted to have a VR game for my younger cousins to try that not only would be very easy to understand, but that I could also say I made.
When designing the game, I had a very distinct but simple vision admittedly I could probably nail down given another day (but since set a personal time limit I'm keeping it as is). The glowing lasers were meant to light up a long dark hallway, but I put the large game logo floating in the editor and I really liked the effect of it; additionally I was worried that having a dark confined space would feel claustrophobic which is actually why the walls in the play area are mostly transparent. The light effect on the lasers can still be seen on the controllers and the platform that the player stands on. As a fun side note, the blue hearts that act as the life counter for the player also shine a blue light at the player.
The concept of the game was very simple to implement and I was overall happy with how the gameplay turned out, however I was still looking for something else to try to mix up the gameplay. Eventually I realized that the person with the headset on doesn't necessesarily have to be holding both controllers. Therefore, for the multiplayer mode another person is meant to hold the controller and is able to shoot at the player. Unfortunately, I think the experience is really elevated for the player not in VR if they're able to also see the game world.
After showing the game to my roommate and friends, the game definitely accomplishes the goal of being easily understandable and a really fun game to introduce people to the world of VR. For people that are more experienced with VR games however, the game is way too easy so it probably just needs some difficulty curve tuning but again, I only had a week to playtest.
When designing the game, I had a very distinct but simple vision admittedly I could probably nail down given another day (but since set a personal time limit I'm keeping it as is). The glowing lasers were meant to light up a long dark hallway, but I put the large game logo floating in the editor and I really liked the effect of it; additionally I was worried that having a dark confined space would feel claustrophobic which is actually why the walls in the play area are mostly transparent. The light effect on the lasers can still be seen on the controllers and the platform that the player stands on. As a fun side note, the blue hearts that act as the life counter for the player also shine a blue light at the player.
The concept of the game was very simple to implement and I was overall happy with how the gameplay turned out, however I was still looking for something else to try to mix up the gameplay. Eventually I realized that the person with the headset on doesn't necessesarily have to be holding both controllers. Therefore, for the multiplayer mode another person is meant to hold the controller and is able to shoot at the player. Unfortunately, I think the experience is really elevated for the player not in VR if they're able to also see the game world.
After showing the game to my roommate and friends, the game definitely accomplishes the goal of being easily understandable and a really fun game to introduce people to the world of VR. For people that are more experienced with VR games however, the game is way too easy so it probably just needs some difficulty curve tuning but again, I only had a week to playtest.
Created with Godot: godotengine.org/license
Developed with the Neospark314's OQ Toolkit
Audio made with Rytmik Studio
Developed with the Neospark314's OQ Toolkit
Audio made with Rytmik Studio
Last Update: 01/12/2021