For Vive games there are two great challenges:

  1. Moving around naturally (without discomfort/nausea).
  2. Leveraging the motion controllers.

Therefore, Telekinetic Wheelchair Man.

What it does

It simulates being in a wheelchair.

How I built it

  1. Dove head-first into Unity.
  2. Dove head-first into VR.
  3. Took 4 hours to make a VR main menu... oh boy.
  4. Searched for premade wheelchair model. Searched again... Made one (4 hours).
  5. Searched for physics for wheelchair. Searched again. Prayed. Prayers unanswered. Hacked physics (12+ hours).
  6. Scrambled to finish tutorial level. Wheels spin, wheelchair moves, telekinesis definitely involved... took deep breath.
  7. Rushed to DevPost...

Challenges I ran into

  • Unity
  • SteamVR
  • Lack of Wheelchair anything
  • Sleep

Accomplishments that I'm proud of

I submitted some version of what I set out to do.

What I learned

Pick technologies that somebody can actually help with.

What's next for Telekinetic_Wheelchair_Man

  • Debug.
  • Cleanly separated wheelchair code and publish as separate library.
  • Proper telekinesis.
  • Story.

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