Inspiration

I was inspired by the physics-based systems in Boneworks and wanted to explore that part of VR more. I think going the physics-based route in VR is the way to go as it offers way to interact with the environment that other platforms can't provide.

What it does

Vaultline Rush aims to push VR physics-based climbing to new heights while also eliminating the common pitfalls that comes with it.

How we built it

I build it in Unity Engine with Hexabody and Hurricane VR. I extended those frameworks to be able to achieve the vision I have.

Challenges we ran into

The biggest challenge was definetely the AutoMantle system. I needed to find a 100% reliable way of determining the pressure that a hand applies on a surface in order to trigger the AutoMantle. Since the game is centered around a physics-based avatar, I used the delta between the real controllers and the ingame hands to determine how "hard" the player is pressing against a surface. That check + a couple more led to the best feeling physical climbing I have ever experienced.

Accomplishments that we're proud of

The thing I am proud of the most is the fact that as a solo dev, I managed to put out a finished and polished game with a lot of heart. The AutoMantle system and the Advanced Elbow IK are very close behind that in terms of accomplishments.

What we learned

I learned a lot during the process, mainly how to keep the scope realistic while avoiding decisions that will reduce the fun from the game. I also learned how to process feedback from playtesters and act on them from a developer perspective, instead of reactionary changes.

What's next for Vaultline Rush

This is just the beginning for Vaultline Rush. New Trials and Modes are planned, because the game is set up in a way that I am not limited by almost any idea.

Built With

  • c#
  • finalik
  • hexabody
  • hurricanevr
  • openxr
  • unity
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Updates

posted an update

Since its launch about a month ago, Vaultline Rush has experienced some major updates and changes

Added Toe IK Added Haptics when you fall in the Reset Zone Changed Piston visuals Improvements to hand downward stuck detection Improvements to the vaulting/mantling system Improved the Hand Grab Animations Increased Hand Strength Increased Hand Grab Trigger size Multiple fixes for geometry on all Trials UI Optmizations Switched from Forward+ rendering to Forward for massive performance gain Switched to the New Input System Added more details to all Trials Added new obstacles Added the Music Player to the HUB Redesigned the Trial Selector UI to maximize performance and scalability for future updates Redesigned a lot of Trials and their requirements Redesigned the finish Trial platform, now stepping on it finishes the Trial Improved Tutorial Holograms Improved the look of the Watch Tower Improved the look of pistons Increased shadow resolution on all Trials Improved the readability of obstacles Optimized all movement systems for better performance Increased vault leg retraction speed by 25% Vaulting now interrupts jump leg extension to increase mobility Locoball shrinking is now smoother, resulting in more natural movement Changed the color of the hand grab indicator icon Fixed a bug where both hands had multiple UI pointers Fixed missing hand impact sfx for grass Fixed where trial countdown continued on scene change New Trials Customization system with collectibles scattered across all Trials Reworked obstacle visuals Performance improvements Improved elbow IK New Leg IK which allows for velocity prediction, slope detection and more Improved hand strength Improved UI visuals

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