Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411511 Posts in 69375 Topics- by 58430 Members - Latest Member: Jesse Webb

April 26, 2024, 12:50:59 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsBouncing Babies VR - VR (Vive) experiment / minigame
Pages: [1]
Print
Author Topic: Bouncing Babies VR - VR (Vive) experiment / minigame  (Read 5081 times)
blueboo
Level 0
**



View Profile WWW
« on: April 15, 2016, 09:08:39 AM »

There's a fire at the hospital!  Why did they put the nursery on the roof!?
Catch the falling babies before they hit the asphalt in...Bouncing Babies VR!




I finally got my HTC Vive and I couldn't wait to test out some VR concepts I saw at GDC.  I decided to to a quick gamejammy game to take the development cycle for a spin.  I chose this concept because it hits a number of core virtual reality game design issues:

* Depth perception as a central game mechanic (catching falling babies)
* Leveraging hand-eye coordination (throwing babies into ambulances)
* Encouraging room-scale movement (scrambling around to catch babies)
* Interacting with physical, diagetic mechanisms (difficulty slider, bat)
* Eschewing HUD for diagetic data representations
* A familiar, but not-uncanny 360-degree environment including audio cues


Before getting into interaction issues, it's important to acknowledge that VR is demanding in terms of production values.  The immersive effect of the headset makes presentation even more impactful than usual in gaming -- for better or worse.  Self-consistency is central to making sure the environment is supporting the gameplay and not distracting from it.

Sound effects need to be placed in space.  (No more audio sources on the main camera.)  Things like reverb and attenuation are much more noticeable.  The fire engine's rumble grows as you step towards it.  The crackling fire is clearly in front of you.  The babies have an audible ..waaAAAAAAA!!!! as they fall into your (capable) hands.

Uncanny valley effects are amplified in VR.  Mixing high-end and low-poly objects is going to feel palpably weird.  And motion characterizes your mobs.  Body language seems to speak louder in VR. Even my simple box characters looked creepy when they weren't moving at all.  They were still a little creepy in an idle state, just staring forward.  Having the NPCs stare up at the fireman on the roof just barely crosses into plausibility.  (Better would have been some varied behaviors, scratching of noses and heads, shaking head, turning to chat with neighbor.)


Physics is something that have to be up to snuff even more than usual.  Making a difficulty slider that you could grab is pretty straightforward as long as you have your linear algebra is straight.  Making babies fall as rigidbodies, and then attach to a glove, and then release as thrown, with plausible linear and angular momentum isn't too complex, but any bugs in that flow made the game feel horrible.


HUD no more.  My last few big projects were super heavy on UI.  Now, the UI is the world.  There's no Iron Man HUD in Bouncing Babies.  You're just there, in the street.  But this is still a computer game.  You can't shout up to the rooftop fireman to start.  So in my game about catching babies thrown from rooftop fireman, you start the game by looking up at the fireman, thereby signalling you're ready.   The fireman also shouts down instructions to you as the countdown progresses.  It's a natural way to receive direction without asking someone wearing a headset to read a text popup.

I could have taken that principle further -- the "Look at the fireman to start the game!" could have been eliminated.  Maybe a nearby NPC could urge the player to look up if they hadn't yet.


Instead of a score readout glued to the inside of your eyelid, there's a stadium scoreboard set up on the sidewalk. (I haven't quite figured out the narrative justification for that..)  It features a stadium buzzer when you run out of time.  That sound is an important touch - it clearly reads "game" and disarms some of the gross-out horribleness of, y'know, "bouncing" babies.  


In the few places where I felt text instructions were useful, they're placed in the world.  So your eyes don't have to refocus on the point of interest. (Props to Riho Kroll of Crytek for bringing this up at GDC16.)  I found that making them hover up and down slightly helped (for lack of a better term) naturalize them to the environment.  It was clear that they weren't a structural element, but rather an informational graphic thing, like a projection.

A lesson from Job Simulator: disappear the controller-hand when manipulating an object.  At GDC I got the impression that the reason for that was because it was difficult to create plausible animations of the hand representation griping a given object.  Now I think it's because there's a mismatch between the expected orientation of an gripped object and the natural way the player holds the controller.  It was natural enough for babies to land in your glove, but that same orientation didn't work for the other objects you can carry in the game.  (I have no idea who put that baseball bat and sword in the street..)

Also, eschew a physical human hand representation in favor of a glove.  Because the hand I modeled isn't the same skin color/gender/nail color/

One place I get into trouble with this game is physical safety.  It's very tempting to push the bounds of your room-scale VR jail to reach for that baby.  It's a good way to smack into a bookshelf or TV.  And you'd better have your wrist straps on when you try to toss that baby into an ever-receding ambulance.  Replacing that Vive controller isn't going to happen for a long time (never mind your broken window.)  

(Also, consumer room-scale VR is basically closet-scale VR.  Isn't the smallest room-scale environment ~4 by 6 feet?  You're not playing in the street, you're playing on one square of sidewalk pavement.)

Having non-VR control solution is crucial for testing.  In the static screenshot above you can see that in action -- when active, it plays as a mouselook FPS.  The mouse buttons made the hands grasp, and you could throw things around with your momentum by moving with WASD.  I didn't have a great way to keep the two control rigs synced up 100%, but the aggravation was worth not constantly putting on the headset to iterate.

Also, as usual in Unity, you'll probably have to use some third-party tech of UI/text.  In lieu of the currently-popular TextMesh Pro, I actually used NGUI -- it took a little hacking to cajole it into placing its elements into world space conviently -- but once done it was a cinch to whip up some dynamic graphical text and UX elements, such as the scoreboard, the starting countdown widget with circular progress bar, the text on the difficulty slider, and the rising notifications out of rescued (or...not rescued) babies.


And of course this was a tribute to the 1984 MSDOS classic of the same name.

I'm still not sold that VR is that fun a thing to do more than a few minutes.  So this game takes about three minutes per round.  It's a great thing to pass around between friends.  It is novel and you get a big wow and big laughs.

I feel good about how spent the past few days.  It's pretty fun and it looks OK!  As someone who felt restricted to doing abstract programmer graphics a mere few years ago, I'm happy I was able to repurpose some Asset Store goodies and combine with my own authored assets with my own to make a plausibly cohesive environment.  Not quite sure what I'll do with it going forward. $85 with Season Pass, anyone..?

Whew.  Well, now I'm ready for NYCVR Jam/Ludum Dare this weekend.  Say hi if you see me at Sketchfab.

When Babies Collide...


Full playthrough video at Vimeo:



Questions - comments welcome ~

@bigblueboo
http://twitter.com/bigblueboo
http://bigblueboo.tumblr.com/my gif-a-day blog - gifs made in code / cinema4d.
Logged
Phasma Felis
Level 1
*


View Profile
« Reply #1 on: April 15, 2016, 03:55:53 PM »

You're on Reddit. Although of course none of the fuckers know how to link to source.
Logged
blueboo
Level 0
**



View Profile WWW
« Reply #2 on: April 16, 2016, 05:43:29 AM »

Heh, I don't hold it against 'em.  I am surprised that the source attribution is so far down in the comments...but then again, the reactions are a lot funnier than a link.  I do a ton of gifs (particularly perfect loops) and reposting without attribution is a fact of life on Reddit and Imgur that I've made peace with.  And hey, it can be nice to stumble onto your work topping a sub you like because someone did just that... Tongue
Logged
nick_ta_mere
TIGBaby
*


View Profile
« Reply #3 on: April 18, 2016, 03:15:55 AM »

hi
did you upload that somewhere?
I couldnt find a link and would really like to use that game to show off the vive to my buddies
Logged
naezith
Level 2
**


Remnants of Naezith


View Profile WWW
« Reply #4 on: April 18, 2016, 06:06:36 AM »

this is sick.. in a good way  Beer!
Logged

louiscroquet
Level 0
**



View Profile WWW
« Reply #5 on: April 19, 2016, 06:10:58 AM »

It looks very fun! Good job for the quick dev  Gomez

I just wanted to know, is it just a project to learn to handle Vive development or have you plans to release it? If this is the case, what would be the price of it?
Logged
blueboo
Level 0
**



View Profile WWW
« Reply #6 on: May 12, 2016, 08:10:58 AM »

...So I kept tinkering with this.  Prototyped a few more levels, circulated it a little in the VR community around me.  It was briefly on Steam Greenlight (and doing pretty well), but I decided to rework "Bouncing Babies" it into a cuter, more accessible game, instead of this unhinged baby-exploding thing.

Now, in addition to the burning building level, there's a sort of Titanic situation, where you toss babies to lifeboats, and life preservers to swimmers:


There's a flooded town with a pet hospital, where different pets go to different rescuers:


and a crazy situation where you're suspended on platform between two helicopters, catching refugees from a hot air balloon as you toss them parachutes which you get from the helicopters.


It's actually really fun to come up with these scenarios.  It's way more level design-focused kind of work than I've done in the past.

So now the game is called "Rescuties", and I'd like to do more levels, put in a progression system, and basically add a ton of polish, so I'm attempting to do a small Kickstarter for it.  WTF Hoo boy!  There aren't that many PC VR headsets out there yet, but hopefully I can gather together a community that's excited about this kind of goofy arcade-y very VR-y VR action.

If any y'all wanna check it out, here it is: http://bit.ly/rescutiesvr -- comments, feedback, criticisms are welcome.  Trying my best to do a fun thing with the community.
Logged
louiscroquet
Level 0
**



View Profile WWW
« Reply #7 on: May 13, 2016, 06:25:55 AM »

Hey, nice to see how this game is evolving.

Congratulations for your Kickstarter launch and the vid of PewDiePie testing your game, it was really funny  Smiley


Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic