VR Bad Cop Game
VR Bad Cop Game
Unity C#
Year 2 Trimester 1 Anglia Ruskin University
Personal Grade = 70% (First Class)
I have never worked on VR in Unity before, therefore I didn’t know what to expect, I found the start of this project very frustrating and hard to work with, however with assistance from peers I was able to install the ‘XR Interaction Toolkit’ as discussed in the External Assets section, this paired with the Oculus Physics Hands sped up development exponentially, from here the development was easier. However, it wasn’t without issue, VR includes some strange elements which I had not experienced before, due to VR being such a new technology it is constantly changing and so are the online tutorials, meaning most of the time looking at a tutorial that is six months old is out of date already, this caused problems with this module as a lot of problems had to be fixed ourselves.
As this project was completed in my second year, the expectations for the report were lower than the final year, being only 1200 words. However, I went above and beyond for this report also, achieving a high grade I was proud of. The full report can be seen in the .pdf below.
I didn’t want the player to start straight away in the room, so I developed an empty void with two balls for the player to grab, I added some extra particles to ground the player and make it more interesting
My project revolves around the extraction of information from a prisoner stationed in the middle of the room, each game randomly generates one of three designed enemies which all have different fears that the player must utilise to efficiently extract the information required. The player must read the clipboard with the required information and from this decide what elements to use, each item can only be used twice before it becomes overused. I recorded lines for the prisoner to use to react natively to the surrounding area. Once the player persuades the prisoner enough they will give in and drop the code to the combination lock next to the player.
After the player picks up the code, they are required to use an old-style combination lock connected to a safe, there are over 2000 different possible combinations for this lock. I used this style of lock instead of a basic keypad is because I wanted to have variations around my project, and I felt this gave more visual feedback to the player about the actions they are performing.
After the player enters the correct code for the combination lock, eight random Floppy Disks drop out of it, seven of these are timewasters and display a range of Video Games and famous YouTube videos, however one of these floppy disks enables a printer behind the player, once enabled, this printer starts spewing out paper.
Once enabled, 26 unique pieces of paper are spewed from the printer, all of these pieces have backstory or jokes on, however the important element is on the back codes are printed, for example “Q = M”, the player is then given visual feedback to start sticking the pieces of paper in the snap areas on the wall so they can easily see the codes for the next section.
The final stage of the project requires the player to type in a username and a password into a keyboard, however the keys are all mixed up and the player is required to read the codes from the paper to correctly input the information before the bomb explodes.
This project was my first attempt at utilising VR in game development, I enjoyed the development once the original set-up was completed and I look forward to the future developments of VR as I believe some amazing games and resources will be created.
However this project will recieve no further development.