oVRworked

 

Team Name

Team oVRworked

Timeline

Fall 2019 – Spring 2020

Students

  • Zachary Cross
  • Geetesh Kalakoti
  • John Livesay
  • Quinton Tompkins
  • Kevin Tung

Abstract

Cookums is a Virtual Reality video game that will provide the user an escape from reality into a virtual world, where he/she will become a chef in charge of cooking up and delivering food orders to customers from a food truck. The gain of producing this video game is nothing more than an entertaining experience for the user.

Background

There is currently a lack of engaging VR video games available. Cookums aims to fulfill the vision of a cooking game with the affordances of virtual reality realized.

Project Requirements

  • User can assemble hotdogs and hamburgers
  • User can grill meats without overcooking or undercooking
  • User can pull ingredients from an infinite refrigerator
  • Customers that react to user’s order and actions
  • Procedurally generated customer appearances
  • Highlighting and object snapping ease controls
  • Realistic sizzling sounds from the grill
  • System is playable with all major PC VR headsets
  • Scoring orders shall be done with a naïve Bayes classifier
  • Room-scale experience or teleport shall be offered for user

System Overview

Cookums is a virtual reality game built in Unity3D for Windows centered around cooking up orders for a hungry crowd in a food truck. It utilizes Valve’s OpenVR SDK and the SteamVR Interaction System to add feedback for the user and their interaction with the environment around them. Gameplay revolves around rapidly completing orders of different types of foods, with penalties for inaccurate/incomplete submissions. The user must take care in their cooking and assembly of the food.

Results

Considering circumstances surrounding COVID-19, playtesting was unable to be conducted. Originally, people on campus would have been randomly chosen to play but we did not reach that stage.

Despite this, it is relevant to say that during development, the developers would progressively become more distracted when testing a feature. That is, some time would be spent not testing the feature and instead just experiencing the game mechanics. This observation suggests the game has seen success in becoming fun.

Future Work

  • Improving real-world physics imitation
  • Polishing all features
  • Adding professional 3D art and assets
  • Creating a lobby scene before gameplay

Project Files

Project Charter

System Requirements Specification

Architectural Design Specification

Detailed Design Specification

Poster

References

N/A

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