
Eclipse Shot
Developed by: Harvey Yeo, Jon Tai, Adrian Lai, Robin Lopez Loo
Project Roles: Lead Designer, Programmer
Game Preview



Eclipse Shot
Eclipse shot is a stationary VR game. Inspired by games like 'Beat Saber' and 'Pistol Whip', this game is a stationary rail shooter where the player dual wields 2 differently coloured guns. Players must survive by shooting oncoming enemies with the matching weapon colour.
This Unity VR project was developed for the Unit 'IGB388 Design and Development of immersive environments' at QUT.
Details of contributions
I developed the concept, its prototype, mechanics functionality and initial spawn sequence (not final) due to the first half of this project being an individual assignment.
I refined the shooting mechanics changing it from a projectile physics to a ray casting system to make shooting feel smoother
I was in charge of the set lighting of the main level and set up post processing for the weapons and environment.
I also created some particle effects and game fluff such as asteroids that explode when being shot
My Development Process
This project was made in Unity and my first project developing in Virtual Reality (VR). In this unit, we were first tasked with creating a conceptualisation for a VR game followed by creating a prototype for it. Due to my association of motion sickness with VR, I opted to make a stationary VR game with the only camera movement having the player move around. Therefore it would also serve as an entry piece for new VR users.
My project was chosen for its feasibility and brought forward to be developed by my team. During the collaboration, I worked as the programmer and also refined the game's aesthetics.
Concept development
Developing a concept for VR also meant that the concept developed needed to abide by VR's affordances. Despite being prone to VR motion sickness, I was drawn to action focused VR games when researching and testing games for it. Driven by my passion for arcade rhythm games, I drew inspiration from VR games like 'Beat Saber' and 'Pistol Whip' when conceptualising my stationary game.
I wanted to create a VR experience where players can shoot at enemies and feel empowered. To give it a rhythm game inspired spin, I introduced a matching mechanic: where players have to shoot enemies that correspond to their gun colour, with each hand wielding a colour. To plan the themes and aesthetics, I began planning with a mood board and went towards a space sci-fi theme.
Prototype Development
I created the prototype based on my concept pitch. With the help of knowledge I obtained from a previous unit (IGB383 AI for Games) I was able to create a state machine to keep track of the game states from start to the end condition.
The initial prototype only had one scene, spawned enemies with a fixed sequence and fired projectiles using Unity's physics system.

Group development stage
After being assigned the project for development, our group discussed and assigned ourselves roles based on interests and strength. Robin and I assumed the roles of programmers, Jon was in charge of level design and sounds, while Adrian created the art assets for our game. As I initiated the project, I was also the producer and created a task list that we expected the final game to have.
Development Cycle improvements
The first sprint cycle focused on making the experience more streamlined while improving the goals that the prototype initially aimed for.
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The tutorial was separated from the main level's scene.
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The enemy spawning sequence was now created in a style of a 'beat map', where designers can follow a format to create a level by inputting the sequence that enemies spawn on a text file.
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Shooting was changed to ray casting for smoother shooting experience and fixed collision issues. It also transitioned from bullets to laser projectiles to maintain the sci-fi theme.
 
The second sprint cycle focused on improving the general quality-of-life and feel to our game.
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Assets both sourced online and created by our artist were imported into the game
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The tutorial continued to be improved upon with the UI and Environment being the focus
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Multiple levels were created to test the difficulty and feeling of the game
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Data-logging collected variable data that indicated player performance was added to support play-testing. It was helpful to reference when making changes for the upcoming final sprint.
 
The final sprint cycle focused on fixing inconsistencies and polishing up aesthetics for the game to evoke a rewarding feeling for player as they interacted with the virtual world.
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Lighting, post-processing and particle effects were added to the scenes and object interactions
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Polished versions of models were created and replaced previous versions
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Sound effects were adjusted to feel more impactful
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The UI of the main level scene was improved upon. Giving additional feedback such as changing the colour of combo texts and giving it a slight shake when a threshold is met.
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The tutorial was completed by adjusting layout based on feedback while also ensuring no bugs would occur.
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I added an additional interaction of asteroids in the environment that explode on impact using unity physics and picking up blender's slice tool.
 
Outcomes
This project introduced me to VR development and allowed me to focus on developing with the user's perspective in mind due to my ease of motion sickness. I enjoyed the entire process, from conceptualising the simple-motion interactive experience idea to bringing it to life with my growing unity programming skills.
Learning and implementing data logging proved valuable, as it revealed statistical behaviour that guided our balance changes. Due to its usefulness, my capstone group reused this utility for our project and I plan to apply it during testing for my future projects as well.

Datalogging using discord webhooks. (some listed variables were not being tracked)

Added explosion particle effect when enemy is added to create satisfying feedback

Datalogging using discord webhooks. (some listed variables were not being tracked)