Inspiration
BARC VR is based on a physical alt.Ctrl game I built of the same name (BARC) shown at alt.Ctrl.GDC 2024 . The original BARC was involved scanning barcodes with a regular barcode scanner on the screen as well as in real life - a connected thermal receipt printer created physical receipts with barcodes on them. Players needed to manage both physical and digital spaces. I thought that VR may be a way to digitalize the game while still maintaining the physicality of the experience.
What it does
BARC VR is an arcade style, hi-score game. Players will attempt to complete 3 types of tasks, fulfilling orders, repairing drones, and destroying enemies - racing against the clock to get the highest score. For players who want to test their endurance, there is an endless mode with no time limit - instead giving the player 3 chances to fail.
How we built it
I attempted to directly port the game into VR from its Unity project, using a variety of VR toolkits.
Challenges we ran into
Optimization, and working with VR in general, is very different from hacking together a physical game. The limitations and considerations required for smooth operation in VR meant a lot of development strategies needed to be learnt.
Accomplishments that we're proud of
I think the fact that the game even works in VR is something I'm quite amazed by.
What we learned
Spatial design in VR is not as straightforward as it seems, because you need to create the whole world inside.
What's next for BARC VR
I am aiming to publish the game on the Meta store.

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