Virtual Reality RPG Brent Mitchell Tyler Yoder Fall 2014 – Spring 2015.

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Virtual Reality RPG Brent Mitchell Tyler Yoder Fall 2014 – Spring 2015

Transcript of Virtual Reality RPG Brent Mitchell Tyler Yoder Fall 2014 – Spring 2015.

Page 1: Virtual Reality RPG Brent Mitchell Tyler Yoder Fall 2014 – Spring 2015.

Virtual Reality RPGBrent MitchellTyler Yoder

Fall 2014 – Spring 2015

Page 2: Virtual Reality RPG Brent Mitchell Tyler Yoder Fall 2014 – Spring 2015.

Objective• Create a virtual reality role-playing game using the Oculus Rift and

Virtuix Omni

• Low level graphics (Blocky, like Minecraft) in a 3D environment

• RPG – Aquire items and gear, level up, gain powerful abilities

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Oculus Rift and Virtuix Omni

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How is this currently done?• Very early stages

• Mostly Indie developers

• Smaller games, Minecraft

• Larger dev teams don’t want to risk another VR set beating the Rift

• Limitations

• Early hardware phase; things are going to change a lot

• Lack of successful design to build on

• Largely untapped market; not many examples of how VR game will be received

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Our Approach• What’s Different

• Newest hardware available

• Unity and Unreal 4 engines supported directly on Rift

• General Plan

• First Prototype• Basic landscape/room

• Ability to pick up items/inventory system

• Basic leveling/experience system

• Rift integration; movement using controller joystick

• Second Prototype• Multiple areas

• Extended leveling system

• Combat system using controller

• Final Design• Omni integration for movement

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What difference will our success make?

• New game available

• Possibly marketable with further development

• New market developed

• Currently no VR RPGs available

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How long will it take? How costly is it?

• Project Length

• ~ 8 months for third prototype/final design for this class

• ~ 12 extra months if either of us decide to pursue marketing

• Cost

• Rift DK2 - $350

• Omni - $500

• Rift Controller - $60

• Total - $910

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Performance Metrics• Prototypes don’t crash

• Subsystems pass QA & regression testing

• Lag/FPS is kept at reasonable level

• 15 FPS minimum

• 100ms lag maximum; Minimal screen tearing