Wednesday, February 8, 2017

VRoom Project - Overview

Falling Tricycle's current project is VRoom, a VR car combat experience targeting the HTC Vive platform, and using the Unreal Engine, version 4.14.

VRoom is a seated experience, where the player uses the Vive motion controls to manipulate and control a car. The game uses a cyber-apocalyptic aesthetic to set the tone as the player fights against an AI controlled opponent. 

The current feature list for our minimum viable product:
  • Motion controlled steering wheel and gear shift
  • A car interior to look around
  • An AI opponent to battle
  • A win case (destroying the opponent)
  • A lose case  (player's car is destroyed)
  • Meaningful collisions that don't make the player puke
  • A flat highway to drive down and off
The current stretch goal list if time allows:
  • Handheld weapons (pistols and shotguns) for the player and enemy
  • Multiple enemy types (motorcycles and trucks)
  • Multiple enemy behaviors (ex: pack hunting)
  • Multiple player cars or other customization
  • Multiple environments
  • Soundtrack
  • Learning AI 

For the team's operation, the code team meets three times a week, and the art team meets once per week. There's also a weekly full team meeting to address concerns and the game's state, and how we're moving forward. All of this exists alongside a Slack for messaging, as schedules prevent the team from being able to always work together.

We compare progress to a pre-constructed schedule made at the first team meeting, which set goals for the end of each Friday.  We use a custom spreadsheet for issue tracking and task management across the whole team. We also made a private wiki, which we use for team-wide documentation and record keeping in additional to commented code and model readmes. This helps ease confusion when transferring work, and allows for internal record keeping of bugs, problems, or concerns. Looking forward, it would also provide a way to bring new team members up to speed, without just throwing a wall of code at them.

The code is managed through GitLFS on GitLab, with specialized bug tracking managed by John Fediaczko. Fediaczko then works primarily with VR interactions, John Palermo works on collisions, and Jay Forbes works on artificial intelligence.

Art has an established pipeline allowing fewer meetings and more convenience. Alia produces concept art and receives requests from the rest of the team and forwards them to Noah to model and unwrap. From there, the model gets passed to both Aidan for texturing and Luke for animation, before being all brought together for the final asset.


That's the underlying structure and plan for Falling Tricycle's VRoom. Keep an eye on this space, as I'll continue to post updates and discussions with the other developers here.



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