Mystica

Tools:
Unity, Visual Studio, SteamVR, Substance Painter, Github, Windows speech recognition

Roles:
Game Designer, Programmer, and Producer.

Overview

This was a project created with a group of 5 people as Balter Games over a 3 month period. Mystica is a VR Arena Game where the the player has moved into the applied version of Creature Defence class, where you are fighting and defending yourself against mythical creatures instead of just studying them in books.
 
Over the course of the game, you develop your skills in magic and become more familiar with the creatures you battle, discovering their weaknesses and strengths as you battle them more and more. As your enemies get stronger, so do you.

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Design Goals

Power Fantasy

- John Wick with an Elder Wand
- have the player feel like an Overwhelming Force
- Can only be diverted, not opposed

Creative Problem Solving

- Different problem types with various solutions
-Make the player feel smart

Knowledge is Power

- Allow for Understanding of spells
- Provide knowledge through game progression

Process

Learning VR and using it to the fullest

As a team, the first thing we had to do was learn how to design for VR and implementing it into unity as only 1 person on the team had limited experience with VR. This took a while to figure out how to code and optimize for VR and learning the design restrictions and options for it.

For this project, we wanted to figure out interesting ways to cast spells. We wanted to make full use of the VR controllers and include a spell that was physics based in nature. So we found ways to capture the momentum of the controllers and launch a spell from the wand in a direction the player was throwing.

We also decided to use Windows Voice Recognition as a hands-free way to switch between spells to let the player feel like they were vocally casting the spell in order to use it,

Creating the Enemies

When creating the Enemies, I wanted it so that the player was not getting attacked by every AI in the arena at once while still keeping the game interesting. To do this I used a token system similar to DOOM. This system allowed me to limit attacks to the AI who had a token, meaning of the 3 AI in the arena, only 1 could attack since there was only 1 token available. This helped keep damage to the player where we expected it and helped in not overwhelming the player with attacks.

Design and Balance

Throughout this entire process, I was tasked with balancing the game, creating spells, and making a Game Design Document that was kept up to date until the end of our prototype. This was helped keep all information in one place as it made tweaking the game much easier.

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Takeaways

This game was the first VR game I had the chance to work on and I gained a lot of knowledge of how to design for it, what its drawbacks are, and how to use it to its fullest potential.  It also taught me how to create a functional AI without overwhelming the player, and also taught me how to create a functional Game Design Document to keep all ideas of the game and numbers up to date.