VRDriver was originally a driving-simulator for my quest with link (basically an oculus rift) which allowed you to steer the vehicle based on a simulated steering wheel. Over time I added non-VR functionality, multiplayer, and the ability to exit your vehicle and enter a new one or walk around. While there is no objective or goal in the game itself, you quickly learn not to crash into things because your vehicle may explode if you hit a bump too hard!
- VR/nonVR handoff. This game supports both VR and non-VR users.
- Multiple player states. This game allows you to exist as a first-person controller or a car driver, and seamlessly transitions between the two.
- Multiplayer. This game supports room based multiplayer.
- Scalability. This game allows you to change graphics settings from a custom HUD.
- Player presence. Currently, the players look like a simple capsule. If I were to do it again I would use rigged meshes for the players.
- Cars. I would add more car varieties, make a better looking steering wheel, and replicate the wheel movement instead of just the vehicle movement.
- Player States. I would rewrite the player state system to mimic player controllers/states in UE4. After learning UE4 I can see a much more efficient way to manage players controlling multiple vehicles.
- Level optimization. I would take advantage of underbrush/house models to make the tree count much smaller. Previously, I went overboard with the trees because I wanted to make the woods more convincing and have "depth".
- Level design. I would make the maps less generic, and add more memorable landmarks.
- Post-processing. Since the level would be more optimized, I would have more processing power I could dedicate to AA samples, Motion-Blur, and Bloom.
the graphics menu
the login menu
in-game screenshot