The goal of this paper is to detail how to conceptualized and create a videogame playable in a virtual reality setting. We’ve constructed the game with the help of the unity game engine and written the code in the C# language. The game follows the classical tower defense genre, which we have attempted to restructure so it would fit into a new setting and perspective. The paper details our early thoughts on the different elements of the game, as well as our experiences as first timers working with the HTC vive, the unity engine and construction of a group IT projekt using the github desktop app to share our code and our work. The conclusion to this report is that when working on a game, as well as any other IT project, one must consider the possibility that sudden delays can occur. Be they hardware problems that require IT support, mind boggling software problems or simply a lack of planning. In the discussion we elaborate on how we failed to prepare adequately for the design hurdles and data structures, which eventually lead to the final product not being as sound as we would have liked it to be. The lesson from this paper is that planning is a necessity and delays are inevitability in game design, and the proper way of dealing with these are clear and concise plans created through discussions and preparations.
|Uddannelser||Datalogi, (Bachelor/kandidatuddannelse) Bachelor|
|Udgivelsesdato||18 dec. 2018|