Inspiration

I wanted to bring the "zen" experience of Euro Truck Simulator to standalone VR, but with a focus on tactile immersion rather than just visual realism. Most mobile VR driving games rely on thumbsticks or arcade controls. We were inspired by the idea of a fully interactive cockpit—where you don't just press a button to shift gears; you reach out, grab the lever, and physically throw it into Drive. The goal was to prove that a low-poly aesthetic combined with high-fidelity physics and interaction could create a deeply satisfying driving experience on the Meta Quest.

What it does

POLYTRUCK, is a physics based Truck-SimCade-game, where you do jobs on smaller levels. Hunt down and gather Golden Trucks to unlock the main trailer for delivery that unlocks the next level. The game is all about precision driving, that will increasingly get more difficult as the levels get harder. The levels themselves are small floating islands in the "POLYSKY", where you have to be careful not to run over the edge.

How we built it

This game is a solodeveloper-project, its built using opensource software Blender for all 3D-models, levels and assets are made from scratch. The Game itself is built using GODOT game engine that has increased capability with XR support, bonus is that GODOT game engine runs natively on quest as well which has made the troublshooting quite alot quicker.

Challenges we ran into

Having 2 mirrors running, and a GPS with essentially a subviewport-texture at the same time is taxing on performance. We mitigated these issues with reducing the framerate on the subviewport itself.

Accomplishments that we're proud of

The POLYPAD, probably the most advanced part of the Truck itself. GPS navigation / overhead camera on at all times. Music player. Backup meter an truck attach/detach info. This "pad" lets the user know everything they need to know, and might never need to use the external cameras because of its featureset.

The "Reality Check" is a hovering set of real-life glasses, at your disposal at any given time in the Polytruck drivers seat. It cutsout a hole in the virtual world and gives you color passthrough from the Quest 3. This way you do a quick check on whats happening around you or just find that coffe cup to stay sharp and awake for your next delivery mission.

What we learned

Smaller levels are better than open world. Alot of challenges we faced when trying out large maps. Its also a big task to finish for such a short timespan. Hands on car controls requires ALOT of testing, getting the right feel for a virtual steering wheel and gearshifter takes more time than you think.

What's next for POLYTRUCK

Polytruck is at the core a polished game, but it needs alot more time and care to expand its content and level-amount. New "jobs" and new levels with gradually increasing difficulty is next on the agenda. The game will be released when the amount of challenge is right and when I've ironed out all the kinks.

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Updates

posted an update

Added a link for curious people to join the open beta of the game, will be available for a limited time. Since the competition release the game has gotten a couple more levels and overall more polish. Still not quite ready for "prime time" but we are getting there!

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