Post Mortem
Project Description
God hands is a asymmetric VR/FPS game In which a large VR player has to move obstacles in order to create a path for the FPS player to complete the level. The game features gunplay with AI opponents, challenging level designs, and stationary turrets. Overall, I am happy with the finished result. This being the second VR game that I have tackled, I felt as though I was able to structure the project in a way that maximized efficiency and properly took into account the difficulties of working with VR.
What Went Right
First, it was important to figure out the base mechanic of moving objects in VR. I knew that this would be the most challenging aspect of the project so I thought that tackling this first would be the most efficient way to start the game. Once this mechanic was established, the next step was to create the FPS portion of the game. This first person controller is by far the best that I have created so far, and technically speaking, I am most happy with this aspect of the game. Once both core components of the game were complete, all that was left to do was skin and balance the game, my favorite aspect of the game making process. Although there were many bugs that halted progress at multiple points throughout the project, the process was smooth.
What Went Wrong
By far the biggest difficulty within the game was coding the VR interaction within the game. Even when things seemed to be complete, The VR portion of the game would be the first thing to break with every change. Because of this, and my failure to create a proper two-handed grabbing mechanic, I ran out of time for creating more levels.
What I Would Done Differently
The most important thing I would have done differently is spending longer on developing a better grabbing and moving mechanic for the VR player at the start of the project. Rather than perfecting this aspect of the game, I stopped working on it once it was decent, which proved to be a big mistake that costed me a lot of time.
Future Plans
To be honest I have no future plans for this build of the game, as the project is messy and constructed upon a weak base. I quite like the idea of the game though and would definitely consider pursuing a similar project in the future.
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