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Neverland

Game Development

Overview

Neverland is a VR dungeon crawler set in a medieval fantasy world developed by a team of 3 over a short period of 3 weeks. It was my first attempt developing for VR and thus was a very fun and valuable learning experience for me.

Tech Stack

C#Unity3DVRTK

My Contributions

Roles

Gameplay Programmer, Game Designer, Audio Designer, Project Lead

Combat System

  • Implemented a VR melee combat system that validates sword swings by tracking controller velocity and angular rotation.
  • Implemented blocking mechanic, where swords require a minimum velocity to trigger a block whereas shields do not.
  • Enforced weapon handling rules, such as offhand requirements for rapiers, and dual-wielding shortswords / shortsword & shield.

Enemy AI

  • Implemented enemy patrol behavior using predefined waypoints.
  • Developed player detection and pursuit logic that transitions enemies from patrol to combat.
  • Added loot-drop mechanics allowing enemies to drop gold upon defeat, enabling progression through shop purchases.

Interactables

  • Implemented lever-based interactions to unlock previously inaccessible areas blocked by metal grates.
  • Developed lootable chests that reward players with gold and consumable items.

Potions

  • Implemented a potion consumption system where players lift the potion to their mouth and tilt downward for a sustained duration to consume.

Inventory System

  • Built a VR belt-based inventory system using the Virtual Reality Toolkit (VRTK).
  • Enabled players to sheath swords at their side or back and store potions in dedicated belt slots.

Shop System

  • Implemented a shop system allowing players to purchase weapons, armor, shields, and consumables.
  • Implemented equipment stat effects, including health bonuses from armor and shields and varying damage values for swords.
  • Implemented basic data persistence to ensure purchased equipment remains unlocked across playthroughs.

Sound Design

  • Sourced and curated all sound assets used in the game.
  • Implemented in-game BGM & SFX to support combat feedback, interactions, and environmental immersion.