The Engineer

Climbing game – Puzzle – VR

HTC
Vive

Oculus
Quest

Valve
Index

9

2020

4 Weeks

Unreal
Engine 4

Details

Genre: Climbing, Puzzle, VR
Team Size: 9
Project Duration: 4 Weeks
Year: 2020
Engine: Unreal Engine 4
Platform: HTC Vive, Oculus Quest, Valve Index
Roles: Gameplay and Physics Programmer

Key features

– Climbing and Leaping system
– Extreme VR experience
– Levels designed around puzzles
– Player physical presence

Description

A virtual reality climbing simulator in a fantasy setting where the player will solve puzzles in order to traverse the flank of a huge mechanical beast, aiming to reach the top.

Contributions

Concepting and Early prototype

Research and feasibility tests for the Climb and Leap system.
Versatile code architecture design to allow the implementation of both climbing and interactive objects.
– Research on difference between VR HMD API in Unreal Engine 4.
– Implementation of control systems for different VR HMD.

Climbing and Leaping System

– The Climbing mechanic was designed to allow Designers to make anything climbable.
– The system modify the Player velocity based on the hand velocity instead of translating them.
– Velocity is used to determine the Leap vector direction and magnitude.
– Feature a magnitude correction that Designers can adjust to increase or decrease the Leap.
– Customizable gravity curve.

Different types of ledges to grab

Three different ledges: Normal, Crumbling and Moving.
– Allow Designers to create interesting and varied challenges for the Player.
Implement through Interfaces to provide versatility and the possibility for Designers to create more ledges.
– Special behaviors can be enabled and disabled through Events.

Motion Controller Movement System

– Allow the user to move around and rotate on the sport.
– Adjustd to work with both Trackpad and Thumbstick.
– Movement direction is projected on a plane to guarantee proper movements.

Working around Blueprint limitations

– Custom made solutions to compensate absent features in UE4 Blueprint API for VR.
Velocity is being calculated manually for both hands and head.
– Camera position is being updated without having it locked to the HMD.
– Hand velocity is used to calculate the Leap vector direction and magnitude.
– Custom made movements to adjust to difference between Trackpad and Thumbstick.

Physical Player Character

– Pawn designed to handle multiple states like “On Ground”, “Falling” and “Climbing”.
Detect collision with obstacles to stop Players from moving through them.
– The collider follow the head Player it is never out of position.
– The Player, once an obstacle is being deteced, is still able to lean over objects but not move throug them.