I have made some updates to the VR Search Level prototype. Now players can complete a whole set of tutorials that will teach them basic interactions in the game and a little bit about cryptocurrencies. In addition, players will face locked doors that can be opened only with a key. What is more, there might be something hidden behind paintings, so they are made interactive as well. Unlike the safe from previous versions, the new safe is locked with a code. This code consists of 3 cryptocurrency icons that match the names of real cryptocurrencies. The puzzle is generated randomly for every game session. There is also an opportunity to evaluate players’ score.
After 19 volunteers playtested the game, I decided to make some improvements based on their feedback. Many players struggled to grab objects that were really high from the ground. That is why a step ladder has been added. Players can grab it and bring where they need it. That also eliminates the need in adding a jump mechanic which would make players feel more dizzy. Now most of the lights in the game can be switched on and off with buttons. The game was lacking sounds, so I added sounds of player footsteps, inserting and turning the door key, opening the safe.
Though there are portions of feedback that are more challenging to deal with. Players were confused that in VR they can see the controllers they are holding but not their hands. I was on my way to making hands visible for players but apparently XR Interaction Toolkit can display either controllers or hands at once. I will need to put more attention into that. Additionally, despite adding tunneling vignetter and ensuring perfect game performance, most of the players felt quite dizzy. My guess it is because of using locomotion movement and not teleportation but it could be something else. This should also be addressed by first doing more research. What was also inconvenient for players in absence of the inventory. Players could find around 5 items in the room and they have only 2 hands to bring items to the table to get score. So they had to walk to the item and back several times, which is inconvenient. Right now I am working on the inventory for the player to address this inconvenience for the players.