FLY-HIGH BOWFISHING VR────────────────────────────────────────────────────────────────────────July 25, 2022 - RETROSPECTIVE
imageFly-high Fishing is a fantasy bow-fishing game developed for VR. High above the clouds, in a hot-air balloon, your task is to catch as many fish as possible using your bow and magical arrows before the time runs out!
PROJECT DETAILS────────────────────────────────────────────────────────────────────────────────
TECHNICAL

» Engine: Unity Engine v2020.3.5f1
» Languages: C#
» Platforms: Oculus Quest 2
DEVELOPMENT

» Duration: 4 weeks
» Completion Date: July 08, 2022
» Responsibilities: User interface, Artificial intelligence
CONTRIBUTIONS────────────────────────────────────────────────────────────────────────────────» UI functionality and layouts (buttons, sliders, navigation, transitions, etc)
» Scene transition animations and crossfades (visual and audio)
» Fish boid-like AI (Prototyping)

» Initial project creation (including unity packages) and version control setup
» File organisation and asset-list management
RETROSPECTIVE────────────────────────────────────────────────────────────────────────────────Fly-high Fishing was developed by a team of nine students over the course of 4 weeks. This was for our Virtual and Extended Realities subject where we were required to produce a game together for the Oculus Quest 2.

This was also my first time experiencing virtual reality.
ARTIFICIAL INTELLIGENCE

The first thing I did was get started on the artificial intelligence for the fish. I used a boid system I had previously created in unity as the foundation to save time, tweaked it to better accommodate the project, and ensured all necessary values were either exposed or hidden to allow designers to fine-tune the AI if they so desired.

It didn't take me long to setup the AI with some place-holder cubes, they moved around the scene freely and in groups and would avoid the balloon and player. This system was used until right before submission, and was re-written by another programmer in the team to be more


DOCUMENTATION


CHALLENGES

One of the biggest challenges that we as a team had to overcome was limited access to the Oculus Quest 2. Only two members had access to the VR headset, making it difficult to test and build as we had to wait for our schedules to line up.
USER INTERFACE

Once I had set up the AI prototypes within our testing scenes, I moved on to handling the UI. This was the first time I had to create UI within a world space, the first issue I encountered was the different elements not scaling correctly. The best way I could fix this was by setting the transform scale to 0.001.

I then got started on designing the different UI menu's.

Finally, I helped our UI artist to apply the created assets to all the menus, repositioned a few elements to better suit the style and updated all fonts to be OpenDyslexic.
image< Fg. 1 Main menu >
image< Fg. 2 Options menu >
image< Fg. 3 Wrist watch menu>
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