Your time is running out! Follow recipes by pouring liquids or plucking fruits into a cauldron and get the highscore by being the fastest to draw the bottles. Each finished recipe gets you more time, more little guys and a higher score.
Engine: Unreal Engine 5
Platform: PC (Vive Trackers, HTC Vive VR Headset)
Extent: Game Jam, 3 weeks
Year of launch: 2024
Average session: ~ 5 mins
Genre: Cute, Dexterity, Satisfying, Physics, Sports, Casual, Simulation
Language: Blueprints
PANACEA
Three week experimental game jam
For HTC Vive Trackers
Pour liquid and pluck fruits into a cauldron
Recipe has to be followed
Endless, Highscore based
My Responsibilites
Lead Game Design
Programming
Project Management
Sound Design
User Experience
Quality Assurance
Technical Art and Lighting
Learnings Programming
Implementing Vive Tracker Input and Movement
First Time in Unreal
Learning about Blueprint Coding
Getting to know Perforce
Programming together and organizing workflow
Learnings Game Design
Find the fun
Happy and nature based will always have appeal
Designing real life installations of games
Content
The aim of the Game Jam was to be experimental in any areas we liked. We chose the topic of HTC's Vive Trackers and then had three weeks to complete the project. At first we defined that it would make most sense to make a game involving movement, since that is where the vive trackers shine and we really wanted to make a game unique to the vive trackers that would not be possible to play with mouse or keyboard. We were really fascinated by the idea of having the trackers attached to something and then being able to put them down or pick them up again, like gardening tools for example. Following this path we eventually agreed on the theme of bottles and alchemy:
Players get a recipe they have to follow. They have four bottles and fruits which they have to get into a cauldron in order and in time. Once they do this they get more time, a new recipe and a higher score.
Analogue Prototyping
To test out our game's concept we made an analogue version where we tried out different bottle sizes, forms and materials. We put down a few bottles, the vive wand and a cauldron where all ingredients had to be added. We then drew up simple symbols that each represented an ingredient that had to be grabbed in order. I stopped the time to test out the time-pressure. Since we wanted to give new recipes at the beginning of each round we tested how well people were able to assign each symbol to the respective bottle, which area of the game drew the most focus, how much time an average round took and of course if the concept was any fun and which were the most exciting parts. Since we didn't have endless vive trackers, to further complicate the recipes we thought about introucing the Vive Wand Controller as a hand to grab herbs or fruits. All these learnings went into the following digital prototype.
An short analysis of our concept I quickly drew up on the first jam evening:
Essence of Experience: Bubbling, Smoke, Reactions
Moments of Surprise: Explosion upon failure, concept overall, random amount of time extension, which recipe comes next
Fun: Stress, Tactility
Curiosity: Time pressure, exploration, cool fantasy, unusual medium, what comes next
Scoring System: How long can you last? More pressure through A) More complex recipes B) Fewer time bonuses, the higher the score?
How to continuously generate new problem scenarios? Currently playing is finite
When building our real life representation of the laboratory we iterated over multiple bottle types and finally landed on a hard-plastic bottle that was easy to grab and had a nice surface texture.
We then filled these bottles with sand, so they felt heavier and players could feel the weight shift when pouring. This was also much more technology-proof, if it would have come to a hole in the bottlecap.
To further aid the out of game experience we attached two plastic cups to the table that served as representations for the in game cauldron. If people had difficulties with perceiving the in game depth they could pour over them and hit the cauldron in game.
A nice effect of having multiple vive trackers, was that it intuitively allowed playing together to faster solve the recipes. When we presented the game on the final day many players that tried it out instantly had the instinct of playing it together so noone had to wait and watch. Doing this up to 5 players were possible.
For the people that still wanted to stand and watch we added a nice visual interest in small characters, spawning at each finished recipe, that fell into the room in the back and then followed a little logic and wandered around or sat down. This made watching way more fun.
Wreak havoc: When developing the game we continuously asked ourselves what aspects of the experience could be unique and how it could serve the players fantasies as a playground for things not possible for us in the real world. There we lent into the idea of chaos and mixing dangerous combinations in a fast rush, while not caring about the cleanliness or order of our world. To enhance this experience we added decals and many feedback effects that made the scene feel messy and lived in.
Since the scene was quite static and one always saw the same objects. I added that the light situation randomly changes on the start of each new playthrough for more visual interest. I made a list where we included all lighting situations, which we liked and then one was randomly chosen. This was received very well and players often said something like: "Oh, I don't know this level yet I want to try it out!"
Experimental Aspects
Following the theme of the Jam, which aspects made our game experimental?
Technological Context. Not only using the Vive trackers, but also attaching them to multiple real objects made a unique concept and player experience.
Player Experience. By using real bottles and the pouring or grabbing motions, the game was highly intuitional and even non-gamers could grasp the concept quickly and have fun with it. The bottles felt very natural and satisfying to move, especially because we filled them with sand. When pouring, you could feel the sand shifting inside.
Space. Standing while playing and seeing your real motions reflected in the digital world felt very empowering and enabled a more active experience. The television just served as a window to see your input in game.
Week 1: Ideation
Week 2: Pre-Production
Week 2: Production
Week 3: Finished Product
The most interesting technical aspects of PANACEA
Vive Tracker Implementation
Figuring out the vive trackers felt a little tedious at first, but once we got the hang of it it was fairly easy to achieve what we wanted with them. We first set us the goal of implementing a simple cube as representation for one tracker. When we had this we quickly made a prototype level, where we first implemented a bottle that tilted together with the tracker. Here it was quite difficult to get the rotation of the flask to match the worlds up axis. But also there upon achieving this we basically had all the vive's features implemented and could start coding the game.
A plan I made before we started coding
Code Style
The first time pair-programming
Looking back on this project I feel very happy about what we achieved in only three weeks. I think we met the jam's theme very well and the game was very much enjoyed by all testers. The teamwork went smoothly and we really grew together by being there in the studio every day and working on PANACEA. I was also very happy to have finally coded with a partner and having been able to exchange thoughts and help each other. Also being mainly responsible for game design was a blast and I really loved developing the fine aspects and details during polishing.
I think the game and it's concept could serve very well as an experience for all kinds of people in museums or other interactive public places and could be expanded on easily. Yet we currently do not have future plans for this project.
What was good about this project?
Clean game loop
Impressive productivity in three weeks
Working together every day helped us bond and communicate well
The game is very fun with a great player experience
The game is very intuitive and accessible for non-gamers
Production went smoothly and we finished a few days before the deadline
What could have been better in this project?
More communication in the team, more meetings
Promoting independence among team members
More focus on how people can actually play it at home and if it is sellable
Not very expandable and low replayability
Problems with building and technology overall
I want to thank the coaches Prof. Susanne Brandhorst, Prof. Thomas Bremer and David Witzgall for their valuable insights and feedback.