Rube Goldberg Game
Initial Setup
| Criteria | Meet Specification |
|---|---|
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SteamVR Setup |
The SteamVR CameraRig is in the scene (renamed to VRCameraRig). The game runs with SteamVR. |
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Environment Setup |
Clear visual demarcation of zone from which player can release the ball without incurring penalty (slightly raised platform, different colored square, or other obvious demarcation) |
Teleportation
| Criteria | Meet Specification |
|---|---|
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Visual Indicator |
Some form of aiming indicator (such as a laser) points from the left controller on the appropriate button press, and an indicator also appears at the location where you will teleport. Pressing the teleport button should ALWAYS show these indicators no matter where you are aiming. |
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Player Translation |
Releasing the teleport button moves the player to the indicated location, but does not put them (the camera) unusually close to the ground (there should be a fairly consistent head height). Also, the player should not be able to teleport to improbable locations, such as to the ceiling or through the walls. |
Grabbing and Throwing
| Criteria | Meet Specification |
|---|---|
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Ball Setup |
A ball is placed within reach of the player's initial position and within the bounds of the platform. The ball should not roll off the platform. The ball can be picked up and thrown by using the hand controllers. |
Object Menu
| Criteria | Meet Specification |
|---|---|
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Menu Next/Previous |
The menu can be shifted through both forwards and backwards (holding in a direction should not scroll quickly through the menu items). Vector2 inputs should be used for both Vive and Oculus (i.e. a button press alone should not determine which direction the menu scrolls) |
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Object Spawning |
Pressing a button should spawn the visible menu item, only when the menu is visible. All items in the object menu should be spawnable. |
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Spawned Object Moving |
You should be able to grab and move the spawned objects with the same button as you pick up and throw the ball. |
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4+ Rube Goldberg Objects |
The menu should contain at least 4 unique objects, that when spawned can interact with the ball. These objects should exhibit at least 3 unique behaviors (such as differing physics materials, interaction code, etc). |
Gameplay
| Criteria | Meet Specification |
|---|---|
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Collectible |
The game scenes contain at least 2 Collectible GameObjects that disappear when hit by the ball but reappear when the ball hits the floor. |
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Goal |
Each scene contains one goal GameObject that takes the player to the next level. The ball has to hit all the Collectibles then the Goal without hitting the floor. |
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Scene Loading |
When loading a new level, the scene should fade down to black, then back up when the new level loads. |
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Cheat Detection |
The spirit of the game is that the player release the ball from inside the initial platform, and watch it hit all the Collectibles then the Goal. The player should not be able to beat the level without doing this. The player should also have some visual indicator to make them aware of when they are unable to score because they are cheating. The reviewer will try to cheat, so try to prevent all methods of cheating! |
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Levels |
Make at least 4 different levels. Each level should have unique Collectibles and Goal placement. |