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A VR video game made for the state of the art Cave 2 Virtual Reality Environment at the Electronic Visualization Lab, UIC.

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PariSolunke/SelectiveDetective

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cs426_Selective_Detective_Final_Project

Team: Parikshit Solunke, Stephen Lambert, Justin MacDonald

The project can be run by running the executable files in either the MAC/Windows build directories, based on your OS. The source code can be found in the Final Project directory.

Following the assignment constraints, our team leveraged the physics requirement to create more player interactions with the Cave. We initially didn't intend on using the wand controller but using it in the simulation was actually pretty fun. So, we implemented intractable objects. This is super exciting for our gameplay since the wand can introduce cooperation between the detectives to help each other navigate the map to ultimately identify the thief.

For our visuals, we used two low poly asset packs since our game is visually demanding. The character and building pack are eye catching and blend really well together. This is important to our design since the thief needs many visuals to hide behind.

Speaking of visuals, our characters have walking and idling animations. They also use a pathfinding system with a nav-mesh to navigate the city in predictable patterns. This predictability design choice is for and against both the thief and detective.

Your demo must use at least 3 forms of 3D physics.

  • Wand grabbable objects (Parikshit)
  • Thief collide with objects (Justin)
  • Thief jump (Justin)

Your demo must use at least three lights, three sounds, and three textures.

  • 3 spotlights: all in the streetlights (Justin)
  • 3 sound: people talking track, city noise track, cha ching [collide with stolen object] (Stephen)
  • 3 textures: Within characters, buildings, props (Justin)

Your demo must use 2 AI techniques -Pathfinding (Parikshit) -FSMs for animations (Stephen)

2 examples of Mecanim, one of which must be a rigged character model

  • Rigged walking animation
  • Idle animation

Assignment 8 Updates

  • In our assignment 7 submission we found that our colors were saturated, that our learnability, consistency, and clarity principles were broken thoughout our game. We also found having colors that are less saturated, and sound that can keep the player engaged can make gameplayer better, so we updated our game by fixing the colors so that they are less saturated, by adding more buildings to make the game consistent,by adding tutorials so that game play can be clear, and by adding more sounds throughout our game.

Assignment 9

  • In our assignment 9 submission we added 3 shaders [tree (simulate wind), Shiny Heart, Matted on Cars]. From the feedback we fixed NPCs glitched, smoother thief movement, Story, smoother tutorial, more things to steal, score display for thief's stolen goods, fixed glitched NPCs, Scaled NPCs down

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A VR video game made for the state of the art Cave 2 Virtual Reality Environment at the Electronic Visualization Lab, UIC.

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