
Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality Jose Antonio Li Quiel, Lisa Liao, William Lucca, Evan Plevinsky October 11, 2019 A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in collaboration with RITSUMEIKAN UNIVERSITY for partial fulfillment of the requirements for the Degree of Bachelor of Interactive Media and Game Development and Degree of Bachelor of Computer Science Project Advisers: Professor Ralph Sutter Professor Joshua Cuneo Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality 2 Abstract Shotoku’s Defense is a virtual reality physics-based action game developed for the HTC Vive. The player must survive against enemies across five different locations in a stylized and abstract traditional Japanese temple. Using motion controls, players must harness the power of earth-based elemental attacks to create various rock formations. The combat system is based on physics, causing faster movement to do greater damage. Development occurred across three months at Ritsumeikan University’s Biwako-Kusatsu Campus in Japan. This paper details the design and implementation of the game. Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality 3 Acknowledgements We would like to thank Professor Thawonmas Ruck and Professor Hideyuki Takada for generously welcoming us into their labs and providing us with equipment necessary for this project. We also would like to thank Professor Haruo Noma for his hospitality during our stay in Japan. Additionally, we would like to thank our advisers Professor Ralph Sutter and Professor Joshua Cuneo for their guidance. Finally, we are thankful to Worcester Polytechnic Institute for sending us to Japan to work on this project. Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality 4 Our Team Shotoku’s Defense was developed by four senior students from Worcester Polytechnic Institute. The team consists of Jose Antonio Li Quiel (Computer Science), Lisa Liao (Interactive Media and Game Development), William Lucca (Computer Science and Interactive Media and Game Development), and Evan Plevinsky (Computer Science). Jose programmed the game’s enemy pathing and menus. Lisa designed and created assets. Will programmed the enemy behavior and created audio assets. Evan programmed the player mechanics and user interface. Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality 5 Table of Contents Abstract ........................................................................................................................................... 2 Acknowledgements ......................................................................................................................... 3 Our Team ........................................................................................................................................ 4 Table of Contents ............................................................................................................................ 5 List of Figures ................................................................................................................................. 8 1. Introduction ............................................................................................................................... 10 2. Background and Inspiration ...................................................................................................... 12 2.1 History................................................................................................................................. 12 2.2 Inspiration ........................................................................................................................... 13 2.2.1 Historical Reference ..................................................................................................... 13 2.2.2 Video Games and Other Media.................................................................................... 15 3. Technology ............................................................................................................................... 17 3.1 Lab Environment ................................................................................................................ 17 3.2 Hardware ............................................................................................................................. 17 3.3 Software .............................................................................................................................. 17 3.3.1 Engine .......................................................................................................................... 18 3.3.2 Source-Code Editors .................................................................................................... 18 3.3.3 Art ................................................................................................................................ 19 3.3.4 Audio............................................................................................................................ 19 3.4 Project Management ........................................................................................................... 20 3.4.1 Files .............................................................................................................................. 20 3.4.2 Communication ............................................................................................................ 20 3.4.3 Version Control ............................................................................................................ 20 4. Art ............................................................................................................................................. 22 4.1 Vision for Arena ................................................................................................................. 22 4.2 Arena ................................................................................................................................... 23 4.2.1 Iterations ...................................................................................................................... 23 4.2.2 Architecture.................................................................................................................. 25 4.2.3 Foliage and Pathways .................................................................................................. 27 4.3 Lighting ............................................................................................................................... 28 4.3.1 Time of Day ................................................................................................................. 29 4.3.2 Point Lighting and Fireflies ......................................................................................... 30 4.4 Particle Effects .................................................................................................................... 31 4.5 Enemies ............................................................................................................................... 33 4.5.1 Heavy Enemy ............................................................................................................... 33 4.5.2 Light Enemy................................................................................................................. 34 4.5.3 Medium Enemy ............................................................................................................ 35 4.6 Animation ........................................................................................................................... 36 4.6.1 Heavy Enemy Animation ............................................................................................. 36 4.6.2 Light Enemy Animation .............................................................................................. 37 4.6.3 Medium Enemy Animation.......................................................................................... 37 4.7 Technical Challenges .......................................................................................................... 37 4.7.1 Animating Characters with Minimal Geometry .......................................................... 38 4.7.2 Arena Ground Lighting ................................................................................................ 39 Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality 6 5. Design ....................................................................................................................................... 40 5.1 Health, Energy, and User Interfacing ................................................................................. 40 5.2 Player Controls and Abilities .............................................................................................. 41 5.2.1 Ability Creation ........................................................................................................... 42 5.2.2 Ability Power-Ups ....................................................................................................... 44 5.2.3 Healing ......................................................................................................................... 45 5.3 Enemy Behavior.................................................................................................................. 46 5.3.1 Heavy
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages127 Page
-
File Size-