Drifter VR
Background:
Drifter VR was a group-project revolving around game engine architecture as well as learning the fundamentals of UE4. I already had experience working with MonoGame and Unity before this, and took this as an opportunity to delve into development for VR.
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Drifter VR's development took inspiration from stealth classics such as the Splinter Cell and Metal Gear franchises, implementing light metering and destructible lights, combined with AI, while including standard features in the VR Genre, such as physicalized reload, inventory, and UI systems.
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Self-Developed Features:
Light Metering.
Inheritable light On/Off and destruction system.
Damage Interface
AI with shooting, patrol and searching capabilities.
Inherited objective system with 'main', 'side', 'secret', and 'multiple' objective classes involving enumeration.
Reload system with gun-specific mags, ammo count UI, mag ejection, and interactive reloading.
Scoreboard system with functional time elapsed, enemies killed, and objectives completed trackers.
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Learned:​
A good personal exercise on keeping features expandable. (I.E. damage interfaces and the ability to add different types of objects under a single parent class.)
Experience in level design, as this is an area of game development I was interested in but lacked experience.
UE4 Blueprint and general logic practice, as well as an introduction to the concept of visual scripting as a whole.
A better understanding of game design, specifically revolving around VR implementation.
Group project management, planning and coordination.
Personal Note:
Although, due to lack of time, and involvement from some of the other group members, the project ultimately did not live up to my own standards. I still believe that the features I implemented throughout the development of this project are note-worthy as they are all expandable, re-usable and dynamic, and I heavily avoided hard-coding features where possible.​