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View from drivers seat, Interactive steering wheel, shifter, buttons and levers. (captured in engine, godot)
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The Polypad, a familiar visual infoscreen with Navigation, current objective instructions, music controls, and clock local to you
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Back up and latch routine (captured in engine, godot)
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Collect X amount of golden trucks to unlock the delivery-job (captured in engine, godot)
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Bitesized levels of increasing difficulty and visual style. (captured in engine, godot)
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Different types of cargo (captured in engine, godot)
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Green pad marks the Delivery spot for the latched trailer (captured in engine, godot)
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Large visual waypoints for current objective. (captured in engine, godot)
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Reality Check goggles engages passthrough on Meta quest 3, at the ready if you need to check your surroundings (captured in engine, godot)
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.
Built With
- adobe-illustrator
- blender
- godot
- passthrough



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