Thesis Project

Project Daedalus


Here it is folks, the Grand Vision. We are looking to create a unique Virtual Reality experience for the HTC Vive, one in which friends and bystanders to the game play can be more than just observers. To do this, we created a cross-platform, networked, asymmetrical couch co-op shooter. One player will play in VR and up to eight of their frienemies can connect to the same game using their smartphone (Android or iOS) and manipulate the experience of the first person player. This page will be an attempt to document the development process as it progresses, so let's get started!



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The Prototype


Over the course of three weeks between February and early March, we developed a Tech Demonstration prototype to evaluate the feasibility and fun of playing a game with one player on PC and the rest on their smart phones. By the end of the prototype we had the game running simultaneously on four different platforms (PC, Mac, Android phones, and iPhone) all playing together in one networked game! Some of the footage of this first play test can be found below, where fastideous observers will note that while we only show screen capture from two mobile players, there are in fact two friendly and two foe players flying around at the same time. So without further ado, I give you the Project Daedalus technology demo:




Technology: Unity 5.3 for built for PC, Mac, Android, and iOS

We have made extensive use of Unity's built in networking tools, but due to the assymetric nature of our game, we've had to make modifications most of the networking objects of the High Level API. That said, the Unity engine really is an incredibly powerful and intuitive tool set, as evidenced by the quality of the game we were able to generate with only a three weak lead time.

My role: Lead Engineer, Designer

Once again I have taken the reigns on engineering task break down, system architecture, and repository management. This time we've even managed to get the artists using the repo, which is fantastic! I have also had a significant role in designing many of the core mechanics of the game, as well the overall gameplay experience and core concept, but this team has been fantastic, and I really can't wait to see where we can take this game in the end.

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Gameplay Details


To start with, the PC or Mac player names and creates a game on a local network. They will then be spawned in the game as our maze exploring first person hero. UDP broadcast based network discovery allows mobile players to select from a list of available games on their local network, and then join as either a "friendly" or "foe".

Friendly mobile players aid the FPS player in navigating the maze by opening doors which the player cannot, or painting arrows on the floor of the maze to help guide the player on their way out. Foe's try to impede the player until the clock runs out by slamming doors in their face and removing the helpful hints left by Friendlies. Additionally, the mobile players can combat one another by ramming, and if a mobile player is rammed hard enough by a swift moving opponent they'll burst like so many bubbles and be respawned at the edge of the level.

The player is not left entirely at the hands of their frienemies, he/she is well armed too. The player can shoot drones out of the sky, causing them to respawn at the fringes of the level, so they better not sit still too long. 

The Future of Daedalus


This project goes on! Having passed the first round of eliminations for our program, our game was voted 3rd out of ten titles. We added another three engineers to our six person team bringing us to five engineers, two artists, one technical artist, and one producer. Our next step is to replace the First Person Shooter style PC experience with a deeply immersive VR experience targeting the brand new HTC Vive platform coming out in April, so stay tuned to find out just how awesome we can make this experience in the end!



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