Overview
Team MonoMon MR is a pitch project on developing a 2-player combat demo by using the mixed reality technology. Many have cherished childhood fantasies of dueling with monsters. With the current state of mixed reality technology, the team’s goal is to transform this whimsical dream into a captivating reality.
Through developing a 2-player shared space mixed reality experience blending the physical and virtual realms with interactive elements and interfaces that integrate the room environment and furniture around us.
The goal
The goal of the project is to create a shared mixed reality gameplay experience with meaningful player to player interaction, player to physical environment interaction, player to virtual objects interaction.
Deliverable
Our deliverable is a playable combat demo by using the latest mixed reality technology
What went well
Our project aimed to explore and open up possibilities for a shared Mixed Reality experience, particularly focusing on creating an engaging, interactive game with dueling mechanics and asymmetric gameplay. Following are four main parts that went well throughout the semester:
Game Mechanics and Hand Gestures exploration: The game’s aiming, attacking, and defending mechanics with hand gestures in the mixed reality were well-implemented, providing a great interactive experience for users. The team spent a generous amount of time iterating attack mechanics to ensure that users had an intuitive and enjoyable gameplay experience. The mechanics were responsive, allowing users to easily interact with the game world and other players.
Artistic Style: The game’s environment and characters had a cohesive artistic style that not only matched the world’s setting but also made the virtual environment pop out from reality. This created an engaging visual experience that helped guide players into PvP combat. The artistic elements also immerse players in the game world, ensuring a consistent and appealing visual from one battle to the next.
Feedback Mechanisms with bare hands in Mixed reality: The game effectively incorporated both visual and audio feedback to help players know where they are aiming their attacks, why attacks aren’t launching successfully, whether they have hit their opponent, and whether they themselves have been hit. In terms of visual feedback, we used user interface and color tints to notify players. We also used audio feedback, including Attack Hit SFX and Cheerleader Chanting to alert the player’s status. .These feedbacks minimized confusion in the mixed reality setting, and enhanced player experience by providing clear and immediate feedback without the need for a controller.
Host tournament: A tournament, held as scheduled early on in the semester, had eight players competing in one-on-one duels, providing valuable insights into the game’s playability. The competitive setting motivated players to fully immerse themselves in the battle world, moving around the space and utilizing the furniture around them. Moreover, through the observation, the tournament also demonstrated the success of the asymmetrical gameplay design, showing that monster choice mattered.
What could have been better
Below are the key challenges encountered during the project’s development:.
Aligning Definitions of Done: Early on in the project, we encountered some misalignment between team members regarding what constituted a “done” or “finished” task. For example, some teammates think implementation into unity is accounted for, while other teammates believe implemented, tested, and debugged is accounted for. This led to inconsistencies and delays, and planning hardship.In future projects, aligning each person’s understanding of what “done” means at the outset will help streamline the workflow and avoid potential confusion.
Handling Technical Difficulties: In the early stage of the project, our team faced technical difficulties, particularly with colocation and the shared spatial anchor in mixed reality. In retrospect, reaching out to instructors and seeking help sooner could have avoided these issues in delaying the development schedule for 3 weeks. For future projects, addressing technical challenges early and proactively seeking guidance can prevent delays and ensure a smoother development process.
Incorporating Sound Feedback: We recognized the need for background music and sound effects in the game, but this realization came later in the project’s development. Considering BGM and sound feedback early on could have less confusion for players, enhancing their engagement with the game world. Future projects can benefit from incorporating sound design into the planning stages to create a cohesive and immersive audio-visual experience.
Lesson Learnt
This section highlights the key lessons learned throughout the project’s development, covering technological, creative, and design aspects.
Tech: Ideal vs. Reality: A significant lesson learned was the gap between the theoretical capabilities of mixed reality technology and its actual limitations in practice. The project’s restrictions within MR technology posed challenges, emphasizing the importance for a realistic view of what the technology can achieve and how to work within its limitations.
Creative Challenge of Working Without a Reference/Foundation: Creating a compelling world within technological confines proved challenging. The lack of a reference and foundation required the team to find creative solutions and think outside the box. This led to unique solutions that balanced technological constraints and artistic vision.
Art & Design: Designing Flexibly: The team learned the value of designing flexibly, particularly for game development prone to change. Art and design adjustments were necessary to accommodate the limitations of mixed reality and Quest 3. This flexibility kept the gaming experience cohesive and immersive. However, it also meant more work for artists to create a polished, playable demo.
Conclusion
The MonoMon MR project demonstrated the potential of mixed reality technology by exploring and opening up possibilities for a shared mixed reality combat game. Our project aimed to create an engaging, interactive game with dueling mechanics and asymmetric gameplay.
A key achievement was the creation of a playable demo, demonstrating the practical application of mixed reality technology. The game’s mechanics, artistic style, and feedback mechanisms provided an intuitive and enjoyable experience for players, guiding them through PvP combat and showcasing the success of the asymmetrical gameplay design.Additionally, documentation produced throughout the project’s development serves as a valuable resource for future MR development. This documentation covers the necessary setup and configuration for developing a shared mixed reality experience.
In summary, MonoMon MR has laid the groundwork for future projects in the shared mixed reality space, showcasing both its potential and challenges.