During this project I was in charge of all things graphics with a side of all things generalist. We needed a health indicator for the ship, so I created the shaders and functionality needed for it by hooking into the code written by the other developers to grab the health value. We needed score displays, so I created that and hooked into a score manager. Lastly, I was in charge of debugging and QA to make sure that there were no major issues for when we finalized new features.
As for tools used in this project, the game was made in Unity utilizing Github for a public repo. For the VR portion we utilized SteamVR's Unity integration to be able to develop the VR systems in a way that would not be specific to any one headset and would instead be supported by most headsets. The development team communicated via Discord and any project updates were made through Trello.
This project is a VR game based around the idea of the hit 1979 game, Asteroids. The team was extremely passionate around VR as an idea and so we wanted to make an adaptation of the game Asteroids, but in VR with physics based controls. The game is meant to be played sitting down in a chair of some sort, and assuming you've reset your VR playspace to that chair, you will spawn in sitting in the ship at eye level. As you can see from the video above, when you hit against the joystick and sliders, they will actually move and interact with the ship, with the joystick being used to control the pitch and yaw and the slider being used to control the speed and direction of the ship's movement.
The goal of the game is to shoot and break as many asteroids as you possibly can without being destroyed by the asteroids yourselves. The game was originally intended to be a multiplayer game, however due to the unfortunate reality of the COVID-19 pandemic reducing our headset access for development, this idea was cut.