The VR Maze game is an immersive VR experience that allows the player explore and escape randomly generated maze guided by only faintly-lit torches on the wall and scattered hints.
With the help of procedural generation, the player experiences a new experience each time they play which means a new adventure each round. Throughout the maze, the player can find helpful hints to guide them to the end.
This project was collaborative in nature and part of the final project for a Virtual Reality and Augmented Reality Development course at The University of Michigan.
One of the key features of this game that I worked on was creating a world that was different each time you played.
The primary reason my partner and I worked hard to implement this mechanic was because we want our game to have good replayability.
Another important aspect of the game was creating the feeling of being alone in the dark and the desire for the player to seek sources of light.
Dynamic Clue system
One aspect of the game we wanted to avoid was throwing a player into amaze that is either too difficult or not enjoyable.
To combat this part, my partner and I created a system that attracts the player to explore the maze and hopefully find the exit quickly.
This was more difficult than we had anticipated primarily due to the fact we didn’t know the layout ahead of time and had to create it procedural too.
To improve player immersion, we also implemented some light player interactions. An example of interaction is finding torches for supplementary light sources.
To learn how players played our game, we ran a few test sessions with classmates and some of our peers. Below you can find some of the feedback and improvements we received from the testing sessions.
Some players used successfully used the lamps as points of interest and followed their navigation.
Although navigational aids were available, users still became discordant because of floor texture bugs, teleportation issues, not enough lamps, not enough feedback for completion.
Many users failed to find the exit due to poor pathfinding practices.
Players got lost often and weren’t able to rely on safe landmarks that can guide them back to a previous point in the maze.