Tridentia(Tech): Asymmetrical VR Puzzle Game

Tridentia is a two player, local multiplayer game, where one player uses a VR headset, playing as a God seeking out and destroying their opponent, while the other player controls the Hero and tries to escape the vengeful God.

Tridentia is a two player, local multiplayer game, where one player uses a VR headset, playing as a God seeking out and destroying their opponent, while the other player controls the Hero and tries to escape the vengeful God.

The spectator screen mode works perfectly in creating an asymmetrical VR environment in Unreal. This node allows me to set up two screen modes to which is quite helpful during development.

The spectator screen mode works perfectly in creating an asymmetrical VR environment in Unreal. This node allows me to set up two screen modes to which is quite helpful during development.

Instead of using a normal follow-camera for the third person character, I used SceneCaptureComponent2D and a render target. I made a few adjustments to the Render Target like the window size and target gamma.

Instead of using a normal follow-camera for the third person character, I used SceneCaptureComponent2D and a render target. I made a few adjustments to the Render Target like the window size and target gamma.

The spectator screen mode is set up within the third person character's blueprint. The camera-mouse movement was blueprinted using lerp and rotator.

The spectator screen mode is set up within the third person character's blueprint. The camera-mouse movement was blueprinted using lerp and rotator.

The trap mechanic involves the God player grabbing the proxy mesh of each trap and place them on the grid to activate.

I used the method of creating a parent with multiple child blueprints for the proxy meshes.

I used the method of creating a parent with multiple child blueprints for the proxy meshes.

Within the child bps, the events from the parent BP are called. These child bps are used to spawn the actual trap BPs on the grid.

Within the child bps, the events from the parent BP are called. These child bps are used to spawn the actual trap BPs on the grid.

Each trap BP contains unique systems of events that correspond to its usage.

Each trap BP contains unique systems of events that correspond to its usage.

Next, let's look at the potion system.

Next, let's look at the potion system.

The blueprint is pretty straight forward. However, it is set up in a way that lets designers place this BP around the level and change the type of the potion in the detail tab (using enum) instead of creating 3 separate BPs that fire the same events.

The blueprint is pretty straight forward. However, it is set up in a way that lets designers place this BP around the level and change the type of the potion in the detail tab (using enum) instead of creating 3 separate BPs that fire the same events.

Here is the invisible shader. When applied to the player character (PC), this will make the PC player invisible to the VR player from certain distances.

Here is the invisible shader. When applied to the player character (PC), this will make the PC player invisible to the VR player from certain distances.