I Made Donkey Kong but It's VR

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mario's first appearance was in the 1981 classic donkey kong nintendo's first u.s success should go on to spawn several sequels and spin-off titles including the super mario games we all know and love today in this video i'm going to recreate the original donkey kong 4 vr since i'll be using the unity game engine i created a new unity project and because this is a vr project i needed a way to represent the player's view from inside the headset luckily the unity xr plugin already provides a nice rig with the camera and head tracking so now we can see inside the vr world wait what's this sub subscribe in donkey kong the player can move across platforms i created a basic movement script that allows the player to walk slash run to control these movements i needed to take controller inputs and this is done by adding controller objects to the xr rig with their corresponding script functionality and colliders but the player also needs to avoid barrels by jumping over them of course you can always jump in real life but if you don't want to look like a complete idiot i added jumping functionality to the movement script and gravity so the player comes back down now that the basics were working i moved on to creating the level i modeled a section of the platform from the original game but because vr is 3d i needed models with depth as well since barrels serve as the game's main obstacles i don't want the platform too wide so the player can easily go around them but i also don't want the width too small since the player would fall off easily so i extruded the platform's width to be the same as the barrels i then textured and duplicated the models to build out the rest of the level i recreated the 2d barrels and combined them into a 3d version this is when i realized the barrels aren't actually circular i take some artistic liberty and rounded the barrels that they make more sense in 3d when they roam oh yeah these things need to roll all i needed to do was figure out how far the barrels translate and rotate with each time stem i wrote a barrel animation script that applies these transformations and now they um bear roll in the original game barrels make their way down in two ways rolling off the platforms or rolling down the ladders but something needs to tell the barrels which path to take for pathfinding i use a basic graph data structure nodes represent each section of the level and the edges represent possible transitions from each node the original gain uses some convoluted assembly wizardry to decide which path to take last time i checked i'm not a wizard so a simple random number generator will have to do once a barrel reaches the oil barrels glider their instance will be destroyed speaking of colliders the barrels kill the player on contact i also added an additional collider underneath the player to count how many barrels the player passes over while jumping players get 100 for one barrel and 300 for two or more like the barrels the player dies if they touch the fireball to make them hop i scripted an animation cycle that restarts every time they touch the ground if they reach the end of the platform they immediately change direction otherwise they switch direction at random another large part of the player's movement is climbing ladders you're probably thinking how are you supposed to climb when you don't even have hands luckily oculus provides these wonderful hand models with basic opening and closing animations i'll just uh borrow those real quick climbing was a bit more complicated than the other movements the gist of these scripts is when the player moves their hand their body moves in the negative vector in other words when i move my hand down my body moves upwards and vice versa most of you probably remember these guys from super smash bros and all the friendships they've ended over the years the biggest honor would be for my game to end someone else's friendship but for now i'll have to settle with just breaking barrels so i made the hammer slapped on a collider and an interactor script and now the player can grab and swing around the hammer at first i made them just disappear but in the actual game the barrel turns into this animation thing while the game state freezes since we're in vr i rotated the animation to face the player instead and i made it so the controller vibrates whenever the hammer hits the barrel donkey kong was the most difficult to model due to his sheer size i reused the front facing head for the side poses to keep consistent in 3d for the side poses i just mirrored the same model for pauline her head is the same across poses so i only needed to change the torso and legs to create each unique pose as with the other animated models a script cycles through each of their poses with the level now nearly completed i made some final touches to improve the overall experience i still wanted a way to see the 2d view so i added another camera to project a real-time orthographic image onto a plane i also went ahead and created all the scoreboard and menu models and i wrote a script to update the display throughout the game besides being hit by a barrel or fireball the player can also lose lives from falling or running out of time if the player has a life the level resets and if the player doesn't the game will end the game can also end if the player wins by reaching the top platform where i set up a collider if the score is a new high score the player is allowed to enter their initials otherwise they are sent straight to the starting menu where they can start a new game before i show up some gameplay if you have any suggestions for what i should make next be sure to leave a comment below assuming i don't die or become incapacitated don't forget to subscribe so you don't miss my future videos thank you for sticking around i appreciate it until next time stay in school and don't do drugs kids [Music] uh [Music] foreign
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Channel: Spaceboy VR
Views: 1,040,987
Rating: undefined out of 5
Keywords: unity, gamedev, donkey kong, donkey kong vr, nintendo, mario, super mario bros, nintendo vr, oculus, oculus quest, oculus quest 2, unity dev, unity vr, computer science, programming, unity3d, game development unity, unity 3d, vr, virtual reality
Id: cUmDejEFZq8
Channel Id: undefined
Length: 5min 38sec (338 seconds)
Published: Tue Jun 01 2021
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