Triggers
We extended the VISPA workshop tool to include the mechanics of an avatar and object collision. These made it possible to recognize whether a specific object or avatar is in a defined position or collides. Based on this, further actions could be triggered, such as opening doors, moving objects, platforms, or triggering sound and similar interactions.
Pickup & Use
Internal testing showed that the drag-and-drop feature from the VISPA Workshops wasn't the fun they were looking for, so a mechanic adapted to multiplayer games was developed that allowed users to pick up or use objects close to them through simple button interactions. Actions were carried out, animations and sounds were triggered, and recorded objects floated in front of the avatar.
Quests & notebook
A quest system was designed that used text overlays and sounds to show users clearly and intuitively when new tasks were available or completed. In addition, a notebook was integrated, in which players could collect clues and puzzles from the level to support game progress.
Survival aspects
In order to keep the frustration level as low as possible for our various user groups, the decision was made against a punishment system, which is very common in games. However, in order to create excitement, common themes from the survival genre were used: shelter, staying hydrated, cold and warmth, and calling and providing help.
Avatars & emotes
In order to offer users the most immersive experience possible, the “ReadyPlayerMe” avatar system was integrated, which made it possible to customize the look. In addition, users were able to communicate with each other at any time using voice and emotes to further promote interaction.
More
To make getting started with the game as quick and easy as possible, we replaced the original registration and login system with a simple guest login, which simply required a name to be entered. Users were also able to individually adjust graphics, sound and input settings via an options menu.