Archery
"Take aim, shoot, and immerse yourself in the ultimate VR archery challenge!"
Project Description
The VR Archery Game is a virtual reality experience developed for the Quest 3 VR headset using Unity. The game immerses players in an archery setting where they use a virtual bow and arrows to hit targets across multiple levels. Players face increasing challenges as they progress, from stationary to moving targets, all while managing their limited number of arrows.
The game features four distinct scenes: a start menu, Level 1, Level 2, and an end screen. Each level introduces progressively harder mechanics, with targets placed at varying distances and moving positions to test the player’s accuracy and skill. Scores are displayed at the end, combining the results of both levels to give players a sense of accomplishment. This project was designed with a strong focus on player immersion, from intuitive controls to responsive feedback through scoring and visual effects like igniting targets.
Process
The development process started with designing the basic concept of the game – a VR archery experience that feels realistic and fun while being accessible to players of all skill levels. To bring this idea to life, I followed a structured approach:
Setting Up the Environment:
I began by creating the project in Unity and setting it up for VR development using the Quest 3 platform. Meta’s SDK tools were integrated to enable VR interactions like grabbing objects and using ray-based UI elements.Implementing Core Mechanics:
Bow and Arrow Mechanics: I programmed the ability to grab a virtual bow using the controllers and shoot arrows by pulling the string with the opposite hand. The strength of the pull determines the speed and distance of the arrows.
Target Interaction: Arrows were programmed to ignite targets upon impact, providing visual feedback. Points were assigned based on the distance and difficulty of each target.
Limited Arrows: Players are restricted to 10 arrows per level, adding a layer of strategy where they need to make each shot count.
Level Design and Progression:
Start Scene: Designed a training ground where players can navigate the menu using ray interaction to either start the game or quit.
Level 1: Introduced stationary targets placed at different distances to teach basic mechanics and encourage accuracy.
Level 2: Incorporated moving targets and further distances, increasing the difficulty and rewarding precision with higher points.
End Scene: Displayed the player’s final score and offered options to restart the game or exit.
UI and Feedback:
A basic HUD was added to show the remaining arrows and the current score. The menu system was designed to use ray interaction for ease of navigation.Testing and Refinement:
The game was tested extensively on the Quest 3 headset to ensure smooth performance and intuitive controls. Minor adjustments were made to improve the feel of shooting mechanics and ensure the difficulty progression felt balanced.
Results
The final version of the VR Archery Game is a fun and immersive experience that challenges players to master the art of virtual archery. It successfully combines intuitive gameplay mechanics with engaging visuals and sound effects to create an enjoyable experience for VR users.
Gameplay Experience:
Players can grab the bow, shoot arrows, and hit targets across levels that progressively increase in difficulty. The mechanics feel natural, and the limitations on arrows add a strategic element to the game.Level Progression:
Level 1 teaches players the basics with stationary targets, while Level 2 tests their skill with moving targets and more challenging placements. The variation in difficulty keeps players engaged throughout.Visual and Audio Feedback:
Targets ignite upon impact, providing satisfying visual feedback, while sound effects for drawing, shooting, and hitting make the experience immersive and rewarding.What I Gained:
Developing this project gave me valuable experience in implementing VR mechanics like grabbing, shooting, and designing responsive interactions. It also strengthened my understanding of the Quest 3 platform and how to create intuitive controls for VR users.
This project is a strong addition to my portfolio, showcasing my ability to design and develop a complete VR experience. Moving forward, there’s room for expansion with ideas like adding new levels, introducing wind mechanics, or different arrow types to enhance the gameplay even further. You can also watch the entire gameplay using this link here