Original
Frogger Gameplay
Before converting Frogger to VR, we
should establish the gameplay elements that make up Frogger.
Frogger is a game where the player
takes control of several frogs and attempts to make them move across a busy
road, and then a river with flowing logs; towards 5 'Frog Homes' at the other
side. Each time, the player makes it across; they must find an alternative
route, as the previous frog then occupies that home. The game uses a top down
camera to show the entirety of the level.
Each time the player starts as a new
frog, they've 1 minute to cross to the other side before losing regardless.
This forces the player to move quickly through the stage. The player has
minimal control, and only uses the directional pad or arrows to move their
frog.
During the first section, the player
must navigate the fast moving traffic without getting hit, and waiting for
opportunities to cross where gaps appear between vehicles. They'll then have a
brief respite before needing to cross the river via logs, turtles and crocodiles.
The original Frogger is known for
having the most ways to die in an arcade game; this includes; being hit by a
vehicle, jumping into the river, being eaten by snakes, otters or crocodiles,
riding a log off-screen and running out of time.
Breaking this down, we can take the
elements that are actually important to CoSpaces' Frogger VR:
•
The game uses minimal input.
•
Move Frogs across the road and avoid
traffic / Move Player across a busy intersection and dodge objects.
•
Move Frogs across the river and avoid
the water / Move Player across a hazard (such as a drop) by standing on
objects.
•
The Player has limited time to get
across the level.
Converting
Frogger to VR
Due to the player's perspective and
fixed camera of the original; all of the elements of Frogger, should translate
seamlessly into VR. This is because the game shows the player the entirety of
the level at a time. But it becomes a question of whether or not you want to
convert the game as is, or convert it to something that makes more use of the Virtual
Reality Perspective. If you are looking to give more utility to the VR
Perspective, then you have the following options:-
·
A Third Person Perspective that
offered a unique perspective.
·
A Third Person Perspective with
functionality that requires the headset to play.
·
A First Person Perspective that
shows the level from the Player Character’s perspective.
With a Third Person Perspective, we
can, of course, replicate the gameplay of Frogger quite easily. We would start
by replacing the fixed camera with the player's perspective. We can then add utility
to the VR headset by giving a unique perspective. One of the ways we can do this
is by making the level pan around the player’s peripheral vision; so that the
game existed in a 180° or
even 360° angle. In this scenario the player’s position would need to be
fixed, so that they only turned on the spot.
Similarly, with functionality that
required the headset to play; we would start by replacing the fixed camera with
the player’s perspective, but in this scenario, the level would only ever be in
front of the player. This wouldn’t add great utility to the VR perspective
alone, so we need to additionally give a reason for the player to be wearing
the headset. So I would recommend that the player can use the headset to tilt
forward and look at specific parts of the level in detail. The player will need
to do this because certain sections of the level will restrict the vision of
the player. It would be possible to build large structures that would negate
the ability to see the Player Character all the time, hence, the player would
have to move and reposition themselves to a place where they can see the level
and the path easier.
The last option is to give the
player a first person perspective from the Player Character. I would worry
about the longevity and simplicity of such a game. Futhermore, I'd worry that the player's lack of vision would not be much fun, possibly even discomforting. The
potential inability to not see ahead would be constant, and the need to be able
to look both ways regularly, might cause dizziness and confusion. The reason
the original Frogger works more efficiently is because the player has constant
vision of their entire surroundings. And as such, any impending collision is
always seen.
I believe the second option is the
best option, as not only do I believe this game would be fun, but I also think it would have legs to show off VR as something unique offering a new way to play. This is because unlike the other two options,
this version also requires the least amount of buttons to control also. The following is a 1 page design document to build such a game:
Construction
Cross VR
Construction Cross VR is a game that takes a lot of inspiration from Konami's 1981 classic - Frogger.
The game is set inside a building currently under construction, with multitudes
of workers and machinery at work. The player takes control of the Foreman, as
they attempt to navigate the hectic construction on each floor of the building.
Much like the original Frogger, the game requires the player to avoid colliding
with hazards. In this case (to make the game more friendly), they simply are dodging
the rows of workers carrying bricks, pipes and wheelbarrows; as any slight
collision will cause the whole operation to slow down. As the player moves up
the building, the game gets progressively harder, with fewer gaps and faster
obstacles. As Construction Sites rely on everyone being timely and efficient,
the game also has a set amount of time to complete each level.
Construction Cross VR is a VR game
that makes use of a Virtual Reality headset. In the image above, you can see
how the game could potentially be viewed. The player character is in red,
whilst the workers are wearing green. Moving right to left in the VR headset,
might give you a better indication of impending collisions with the workers, as
it gives you a better view of your surroundings. This system would also allow
you to move up and down.
Controlling Construction Cross VR is
also very simple, whether the game is only played with a headset or with a
keyboard, the player can control the foreman easily. This is because the
headset is used to direct the foreman to a location. Wherever the centre of the
player’s headset is looking (identified with a reticule), is where the foreman
will head to. Because of this manoeuvrability, the player only needs one additional
button; which is simply held down to suspend the movement of the foreman
(useful if the player wants to look around without directing the foreman), this
will also hide the reticule to further instruct this paused state. Most
importantly, this control setup will work with any iteration of VR and any
headset, due to its minimal input. For example, if using Samsung Gear VR; the
player only needs one of the buttons on the headset itself. This control system
above all else; makes the game very user-friendly and accessible to all.
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