An Exploration in VR Melee Combat against a Large Scale Enemy
Giant Combat is a student-pitch project that poses the question “how can melee combat in Virtual Reality against a large enemy feel good?” Taking inspiration from Shadow of the Colossus, The Climb, and other experiences that make the world seem big, Giant Combat is building prototypes and testing multiple variables to gain insight into what works and what doesn’t.
Utilizing the Unreal engine and Valve Index hardware, Giant Combat aims to create experiences that make the player feel both powerful and small; that the challenge you face is daunting but you have the tools and wits necessary to conquer it.
A thought that came out during one of our meetings this week expressed that, “I feel like we got more done in the past two weeks than this whole half of the semester”. On the surface, that may appear true. Transitioning our workflow and habits due to Coronavirus did hinder…
Week 13 – A Whole New World
This week saw us dive deeper into a new prototype with a more centralized focus on combat. We decided to expand upon the combat moment we tested before and build out a prototype with more polish as we did in the first half of the semester. We started with working…
Week 12 – Building Bridges / Dashing to Goals
This week flew by as the team worked to build a playable moment for our “Punching Combat” prototype. As is par for the course with us, the team thought ahead about the bigger picture and future plans. On top of terrain being added to the build, the programmers worked on…
Week 11 – Punching Prototype
This week was all about building off of last week’s progress while starting to experiment in some newer territory. We continued some testing of our crystal LSE while thinking of a combat moment to build for this week. Even the simple act of changing the texture of the LSE to…
Week 10 – Focusing on Combat