Abstract
After walking home from a regular-old hackathon, you found yourself suddenly kidnapped and locked in a dark, mystical room! With only 10 minutes to spare, you'll need to use magic, potions, and your wits to explore and navigate through this intricate trap. Will you escape the witch's grotto? What it Does
The chest contains a final key that allows the player to escape and win the game. In order to open the chest, the player must create three potions. A magma, ice, and acid potion must all be poured onto the chest to unlock it.
The escape room puzzle system takes advantage of a modular brewing system in which you can take any object, put it into the cauldron, and then pull a potion out of the cauldron based on the contents you put into it. Each asset has a value for three different attributes, and when mixed together, correspond to different potions.
With these combinations, a player is able to make a potion from a variety of combinations. For example, a player can make a fire potion by throwing a torch into the cauldron because the torch has the hot, rough, and red characteristics. Alternatively, the player could also make a fire potion using a red mushroom which is smooth and red, combined with a candle which is hot.
If the player makes the correct potion, the player will be able to pick up a potion that has either red, blue, or green liquid. If the player makes the incorrect potion, the player will receive a potion with black liquid inside. The green button next to the cauldron will allow the player to empty the cauldron and start over. Our Team
Alina Christenbury is a computer science student at the University of Deleware. With over 2 years of experience with Unity, she leads an undergrad research project for VR/AR technology.
Dan Donato https://dvdonato.com/ is a computer science student with over 6 years of Unity experience. He's previously worked in quality assurance in the video game industry, and worked with multiple programming languages.
Michael Zhang is a business student at the University of Michigan. He leads a VR/AR student organization called ARI and also helps produce a weekly VR talkshow called TheHiveVR.
Mark Ma is finishing his masters in Design and Development of Digital Games at Columbia University. He's previously worked with Unity, JavaScript, and Java.
Chase Laux recently graduated from California State University Fullerton, and specializes in effects and modeling. He also leads the Orange County Houdini User Group.
How We Built It
Location: Vive Lounge, 3rd Floor, E15-335 Theme: Games and Learning Category: Videogame
We built our HTC Vive experience using the Unity Game Engine and C#. We built the witch's house in Google Poly, and imported several Creative Commons License assets, sounds, and visual effects. These came from the Unity Store, Google Poly, Free Sound, and Sketchfab. The list of assets used are below:
Assets:
Stool Poly by Google: https://poly.google.com/view/cLydFlVg-wI
Wizard Hat Poly: https://poly.google.com/view/7VVumyY7L_u
Small stack of papers: https://poly.google.com/view/aiBozYlPe--
Pumpkin Flash Sprinkles: https://poly.google.com/view/20c9qxsjcdQ
Table 1
Skull: https://sketchfab.com/models/bc302c319cff4dd5a67e2a7d92a4fb66
Candle: https://poly.google.com/view/8apROCXjeN4
Full Rejuv Potion: https://sketchfab.com/models/c29531095aa24d7399fcc777e821e90b
Alembic: https://sketchfab.com/models/811618ea79ba4aac95d7f7312a2128ec
Low Poly Book: https://poly.google.com/view/0-_UGETLPsX
Atom Crystal: https://sketchfab.com/models/81193f25ee064a899727581f34793486
New Table (1): https://sketchfab.com/models/ce6977c9de1d43048838e4802e21f7d4
Lab Equipment: https://poly.google.com/view/fSWYfMERNak
Crystal Ball Clock
Crystal Ball (1): https://poly.google.com/view/6X_VejNZ7Ok
Stem_Base_VR: https://poly.google.com/view/5cpYDJ4TZAP
Table 2
frog: https://sketchfab.com/models/6e12855ea9d84c5a9087dc02807352f0#download
healer: https://sketchfab.com/models/63b311b87a06425aa0b9a790e828e55c
Cube crystal: https://sketchfab.com/models/20addc5a445840e3a6dc79c2d929785c
Simple wooden tankard: https://poly.google.com/view/b3qGuE7F56q
Knife Poly: https://poly.google.com/view/0X5xcxjszwI
Bookshelf
Staff https://sketchfab.com/models/db1b4a5fe6854f05818259465c9d1b0f#download
Bookcase_Nikki_mor: https://poly.google.com/view/6p0f-u26DDh
Trapjaw: https://poly.google.com/view/fen5tCyl8UK
Spoon poly: https://poly.google.com/view/9_F2bQrTAmM
Plant poly: https://poly.google.com/view/8KMKYzAqWjp
Peach poly: https://poly.google.com/view/bvUNGzHch5q
Mushroom Poly: https://poly.google.com/view/2DAaKHD48ZP
Mortar and pestle: https://poly.google.com/view/4oAnkhb0XdE
Monster Cactus: https://poly.google.com/view/6Xd-zf5zCGu
Key Poly: https://poly.google.com/view/9_pU3cY465w
Ginger Root: https://poly.google.com/view/7BRpTI0RVnW
Coffee Plant: https://poly.google.com/view/dam5c-OPC8w
Chicken Foot: https://poly.google.com/view/3HIcQ6E-yGo
Broom: https://poly.google.com/view/bzCi_ZLQPN4
Cabbage Poly: https://poly.google.com/view/dNUS4xC0D6C
Bucket: https://sketchfab.com/models/ce504120be3a4d958b637e82c7bb7562
Witch Cauldron: https://poly.google.com/view/4bb6qREpt-k
Potions: https://poly.google.com/view/3FqCCzpqpds
Chest: https://sketchfab.com/models/6dc66aebca894dd0ab958d9528b69d91
Model Cage: https://poly.google.com/view/0d4ExMmqXUV
Bird: https://sketchfab.com/models/99ed138bb3d64d67bc9ddc1400b211a9
Wood: https://poly.google.com/view/dkRLlPSdgdR
Torch: https://poly.google.com/view/duXLJbjjdtZ
Rug: https://poly.google.com/u/1/view/8-vPv5_yqKb
Fire https://poly.google.com/view/1QpMTUO7P-G
Ice https://poly.google.com/view/9U2KjmvOJvY
Star https://poly.google.com/view/0ddNZ3EsIhw
Cloud https://poly.google.com/view/eaQNOl_5iYQ
Visual Effects
Potion Effects: https://assetstore.unity.com/packages/vfx/particles/fire-explosions/tinyfire-vfx-1-0-97898
Sound Effects
Ambience/Cauldron: https://freesound.org/people/martats/sounds/138018/
Challenges We Ran Into
Due to issues with connecting to Github, our team was forced to create a new repository which also prevented several of our members from accessing the project. We pivoted to using Unity Collaborate for the majority of the hackathon as it served as a better platform for us to manage multiple iterations of our product. Our Github site shows a screen capture of the multiple commits we made using Unity Collaborate. What's Next
We accomplished our original goal of creating a prototype of a witch-themed VR escape room. There were also several other puzzles that we wanted to implement but were not able to complete in the scope of the hackathon. We originally wanted to add missing potion recipes that needed to be found by using potions created by the player. For example, we planned to add a shrinking and growth potion that would allow the player to walk into a mousehole to find a missing page. In addition, we planned to make a crow in a birdcage prevent the player from reaching a page unless a sleep potion was used. These are all several additions that would add puzzles to the game.
Our prototype could be expanded into a escape room level-editor platform. Rather than users creating assets from scratch, adding colliders, and developing game mechanics, we can create these components so anyone can more intuitvely build a VR escape room in VR, and test it using their own VR headset. Built With
c#
htc-vive
poly
unity
I'm gonna level with you chief, we used unity collaborate for ease of rapid prototyping. The commit log in this repo is sad. A more accurate one is here: