PICO4 Development Combat 1: Rhythm Lightsaber (VR) (requirements document)
Article directory
- PICO4 Development Combat 1: Rhythm Lightsaber (VR) (requirements document)
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- 1. V1 basic function development
- 2. V2 interactive experience optimization
- 3. V3 scene experience optimization
- 4. V4 game start interface UI design
- 5. V5 game levels, multi-scene design
- 6. Document writing provider
1. V1 basic function development
Purpose: Configure the PXR environment, and build a simple scene with the help of the basic model that comes with Unity. Based on this scene, block generation, movement, and interaction between the block and the lightsaber are realized (the light saber will destroy the block when it touches the block).
1. V1 version completion page
2. Introduction to basic functional requirements of V1
(1) Configure the PXR basic environment to create XR Origin and bind the lightsaber
(2) Environment construction
There are six objects in total: two floors, and a rectangular shell. Four beams of light illuminate the atmosphere. Make up a simple rhythm lightsaber scene. The scene can be upgraded later
(3) Block generation and movement
Place four empty objects as spawn points. And write block generation scripts.
The main function of this script is to randomly select one of the four positions and generate a block prefab.
The blocks move. The main function of the CubeMove script is to move the cube towards a player.
(4) Destroy blocks with lightsaber
Binding a script to the lightsaber is responsible for destroying the block
2. V2 interactive experience optimization
1. V2 interactive experience optimization completion page
to be placed
2. Introduction to V2 Interactive Experience Optimization Requirements
So far, the playability is still relatively small, and it can only be simply poked and poked, which is not only boring but also low in difficulty, and the gameplay is limited. So now we need to optimize the game interaction.
(1) Cutting cubes
In order to improve the sense of attack and leave an expansion opening for the subsequent cutting in the direction of increasing difficulty, it is necessary to change the direct destruction of the block to cutting. After the square is cut, force is applied on both sides to bounce off the two sides to form a chopping effect.
(2) Add red and blue square Lable and specify a specific lightsaber to chop
At present, the cube type is relatively single, and only the cube that comes with Unity is used as the cube, and the color is white and white. Now we divide it into two kinds of squares: red and blue small squares. Since ancient times, red and blue have produced CP, and it is so cool to cut CP. Subsequent can also be replaced by other blocks
- The brand new CP is ready to eat.
- On the basis of the previous four launch points. Before each round of Cube generation, set a random number 0/1 to control the color of the generated cubes.
- Set the tags of red and blue squares and red and blue lightsabers to RedTarGet and BlueTarGet respectively
- When cutting, judge whether the Tags on both sides of the collision are consistent
(3) Limit the cutting direction of red and blue squares
The current cube can be cut in all directions, which is too easy for some students to arouse their interest in playing, and it is difficult to enter the flow. In order to artificially increase the difficulty for the students who come to challenge/play (masochistic), a limit should also be placed on the direction of cutting blocks.
- The frame is very fast, so I added a small white block to Xiaohong and Xiaolan as a direction guide. Afterwards only cutting from the closest face to white will succeed.
- Modify the cutting code, add cutting conditions, the angle between the normal vector of the cutting object and the normal vector of the cutting surface is less than 40 to cut
- Generate eight numbers for each object, meaning eight angles. At the same time, the initial rotation effect is added.
(4) Added special effects of lightsaber wielding particles
The current lightsaber swing is a bit monotonous, in order to increase the special effects of lightsaber movement. Add trailing effect
Add tutorial [Unity Tutorial] Become handsome in one second, add a trailing buff to your game skills
3. V3 scene experience optimization
1. V3 scene experience optimization completion page
to be placed
2. Introduction to V3 scene experience optimization requirements
The current scene, apart from the interactive objects lightsaber and blocks, is too monotonous. Not only is the visual impact weak, but it cannot assist players to immerse themselves into the flow for a long time and cut all the enemies in front of them. There is also no sound effect, sound is the soul of the game, and the world without sound is pale. In response to this demand, optimize the scene experience of the game
(1) Use already modeled complex scenes and skyboxes
(2) Make scene animation at the generated position of the block
(3) Increase photoelectric flickering and particle effects around
(4) Increase game sound effects and background music
4. V4 game start interface UI design
Enter the current scene directly. No buffering and no other options.
5. V5 game levels, multi-scene design
6. Document writing provider
This document is provided by Shenzhen Technological University Prism Universe Development Association_Fengzhiluoye. If you have any cooperation needs related to AR/VR/MR, welcome, the association email: [email protected]