Designing weapons for use in VR
The weapons for RuinWaker had to cover some bases before making it into the demo. They all have a unique ability, from changing fire rate to extending a plasma blade. I had to make sure the weapons could properly perform these changes, visually indicate them, and still have optimal performance for VR.
The batteries are designed to be accepted by all weapons. Because of this, I had to make sure the topology matched on the weapons side. For this, I made a default "Socket" mesh that I could then incoprorate into the topology of any new weapons.
There is a big difference between 1 handed weapons and 2 handed weapons in RuinWaker. In order to keep a specific feel with sidearms, I made sure they could only be held by 1 hand. If the other hand grabbed near the sidearm it would take over the weapon.
Dualsider - A remarkable sidearm capable of firing in 2 modes : A single prescision shot, or a tripple burst shot.
Phazotron - Originally a welding tool, the Phazotron is commonly modified to extend its plasma blade and shoot large plasma shots.
Zip Gun - A powerful 6 shooter that reloads by sliding the cylinder to the side.
The ability to use both hands to interact with an item in VR creates multiple challenges for when it comes to managing how the item should be held. In the case with the 2 handed weapons, the rifles had to identify which hand grabs first, which hand to snap to when the other hand lets go, and other organization features. 2 Handed weapons can usually hold more batteries, but also consumes their charge quicker.
Breakinator - A tool used by starcheologist across the galaxy that functions both as a pickaxe and a crossbow.
MDR - Otherwise known as the Multi-Disciplinary Rifle, the MDR is a sturdy weapon. Equipped with an adjustable scope, and a plasma bayonet.
SAAR - The Semi-Automatic Assault Rifle is best for medium to long range. It can change between a quick firing mode and a heavy sniper mode.