Step into the world of Tron like never before with our groundbreaking VR game "Tron: Disc Wars", where you use your light disc to outmaneuver and defeat opponents...are you ready to light up the grid?
Our main source of inspiration is the 2010 Sci-fi/Action film Tron: Legacy.
The gameplay takes inspiration from the VR game Sparc, and the multiplayer aspect was influenced by recent developments in Meta’s Horizon Worlds.
What it does
Tron: Disc Wars XR simulates the iconic 1v1 duels from Tron: Legacy, where two opponents enclosed in a small arena attempt to end one another with their discs.
This is a colocation multiplayer mixed-reality game— players can see the room they’re in alongside their opponents and 3D game assets in a shared space. Users can confidently move around to dodge incoming attacks without fear of running into obstacles and bounce their discs off of the boundaries of their environment.
** How we built it**
We used the Meta Interaction SDK, which gave us the ability to use the newly introduced Mixed Reality Colocation features and make it so you can see the person you’re playing with and the headsets know you’re in the same room over a shared server.
To enable the multiplayer functionality, we used the Photon Unity Networking plugin. This allowed us to track information such as the game’s score, instanced objects, and player positions over a shared server.
The 3D disc models were created using Solidworks & Blender, sound effects were edited in Audacity, and the logo was made in Canva.
Challenges we ran into
As most of us were unfamiliar with XR development, we found it to have a slightly higher learning curve compared to non-XR game development.
We worked with several niche SDKs, some of which came out only a few months ago. As a result, we had to learn by reading the official documentation multiple times and analyzing sample projects rather than relying on video tutorials.
Making a multiplayer game brought a lot of unique problems including difficulties in synchronizing object instances between players and storing/updating player data.
Testing and troubleshooting Quest apps takes a lot longer than normal because you have to build to the quest every time you want to test a change, instead of running it in the editor.
Accomplishments that we're proud of
First time working with Meta’s colocation SDK. (<2 months old)
First time making a mixed reality Quest app.
First time making a multiplayer game.
Half of the team’s first Unity project.
Custom physics for disc-throwing with player-oriented gravity.
Custom movie-accurate identity disc 3D model.
What we learned
How to incorporate multiplayer and server-based scoring systems into Unity.
How to work with XR frameworks.
How to implement MR colocation with multiple headsets.
** What's next for Tron: Disc Wars XR**
Fleshing out this game mode with a more seamless user experience: improved physics, controller haptics, and more.
Adding more types of games inspired by the Tron Universe.
Adding a remote multiplayer mode with a virtual environment so you can play with your friends even when you’re not in the same room!
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