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NeverLand
Overview

NeverLand is a VR dungeon crawler set in a medieval fantasy world developed over a period of 3 weeks with 2 other 3D artists.

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The player plays as an adventurer looking for treasure & glory within a dungeon filled with monsters and the undead. Within this dungeon, the player will have to fight a multitude of enemies and finally, a boss which resides deep within the dungeon, after which a door leading to a deeper level within the dungeon would be unlocked. Players can earn gold and loot by slaying monsters & opening chests scattered throughout the dungeon. They can also purchase new swords and armor from the blacksmith back at the camp.


The game features a sword fighting system where your reflexes, ability to read opponents and skill at maneuvering your sword determine your combat prowess. There are 3 types of swords to choose from:
 

  1. Sword & Shield - Sporting higher max HP and increased ease of blocking, this play style is suited for beginners and defensive players.
     

  2. Rapier - With longer reach and medium damage, this weapon is suited for the majority of players.
     

  3. Dual wield - A play style which forces players to get up close to their opponents to deal damage. It is best suited for aggressive players who want to maximise their damage output at the risk of their defense.

My Contributions
Combat System

The combat system determines valid sword swings by checking controller velocity and angular rotation. The same applies for blocking depending on what the user is using; eg. a shield does not require any controller velocity whereas a block executed with a sword will require some degree of controller velocity. Additionally, only longswords can be dual-wield whereas rapiers require an empty offhand to wield. Shortswords however can be used alongside shields.

Enemy AI

Enemies will patrol about set points. When the player is spotted, they will move towards the player to attack them. When slain, they may drop gold which can be used at the shop outside the dungeon to purchase new gear.

Interactables

Levers unlock inaccessible pathways locked by metal grills and chests can be looted for gold and potions.

Potions

Potions heals a portion of the player's health when lifted in front of the mouth and tilted downwards for a duration of time.

Inventory System

I leveraged the Virtual Reality Tool Kit to create a belt system that allows players to sheathe their swords by their side or behind them. The belt also contains slots to hold potions.

Shop System

New armor, swords, shields and potions can be bought at the shop. Armors & shields raises max HP and swords deal varying amounts of damage. A simple form of data persistence is also implemented which allows bought equipment to stay bought on the next play through.

Sound Design

I was also responsible for sourcing all sounds for the game in addition to implementing them in-game.

Try out the game:
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