Art Thief is a cooperative game in which two players will work together to heist an art museum. One player will be the “Thief” in VR, and the other will be the “Brains” behind the computer. The Thief can walk around the museum, and steal the art for their collection, however, the thief will not know anything about the museum, so they don’t know where to go, and if there are any traps. The Brains will be able to help the thief around. They have only the map of the museum, a few switches to open and close doors, or turn lights on or off, and a hacker interface if the thief ever activates a trap. The goal of the game is to communicate together to not get caught and to get as much art as possible.
HOW IT’S MADE:
The game was created in Unity, using the Steam VR API. The main challenge was to create two very different viewports (one for VR and one for the Computer screen) with the same application. I tried to create this by making the vr player only see a camera which was sent to both eyes, and by making the computer view have the same viewport, but with an overlapping canvas. This means the vr player couldn’t see the canvas, but instead the world. And have the computer view the canvas and not the world. Furthermore i created a little box behind the vr player’s head, so if they are ever holding an item, and hold that item behind their head, the item would enter the player’s inventory.
WHAT I LEARNED:
In this project I learned a lot about vr interactivity and movement. Sort of figuring out what works well and what makes people nauseous. Trying out multiple ways of picking up items, moving the player, and even trying out the best lighting settings to make the game more immersive.
HOW IT COULD IMPROVE:
In the game we worked hard on the assets and story, but sadly we lacked game-play. The game only has 2 things to do for the vr player, which is walk around, and pick up and throw stuff around. And for the computer player we created 3 interactions, which were inform vr player, switch lights, and hack/solve puzzles. My biggest regret was something that we could still work on, which is levels. I really do wanted to create more levels, with more puzzles. I even thought of maybe creating a level generator, which took hallways, corners, and puzzles to create random generated levels. But sadly we only had a few weeks, and finishing the basic game-play took top priority.