Foosball VR

  • Platforms

    HTC Vive, Oculus Rift, Playstation VR

  • Technologies used

    Unity Game Engine

  • Partnerships

    Alchemiq Studio, Y Experiment

  • Project link

    http://www.foosball-vr.com

We were great foosball enthusiasts in the real world. With the arrival of VR technology, we came up to the conclusion that it would be nice to use it in order to simulate foosball gameplay experience in virtual reality. It is those first foosball experience on HTC Vive that we know of.

Platforms

We wanted to support pretty realistic graphics, so we knew that mobile platforms were not viable. On top of that, we needed two set of controllers that would support six degrees of freedom for accurate hand-tracking. Only HTC Vive, Oculus Rift and PlayStation VR ticked all of the boxes.

Technology

We’ve chosen Unity game engine as a basis for this title because there was already a Valve rendering plugin that has been used in The Lab experience and we were very pleased with what we saw. Besides, it seemed to us that at the time – regarding VR, it was one of the best engines to choose from.

Graphics

We came up with semi-realistic graphics. We think that for this type of game it will enrich the experience. We just needed to optimize it so it runs at a steady 90 frames per second.

Game Design

Our game is heavily physics based. It is a foosball simulation after all. VR is still in it’s fancy, and there is no set of rules a good game design should follow. We were debating about what UI the game should have. Should it be a 2D or 3D? We are still considering various options.

Setting

Where could you find a foosball table in the real world? Well, clearly in some pub or club so we went for this option and hopefully created a believable environment.

AI & Multiplayer

How cool would that be to play a foosball match against a computer? We knew from the early beginning that we need a robust AI system. We didn’t forget about multiplayer, however. We are still deciding between P2P vs. central server architecture.

Audio

We have recorder all SFX and ambient sounds from a real table, so hopefully playing our game will be fun and entertaining audio wise as well.

Release Date

We plan to release the game on Steam in the second half of 2017. It will initially support HTC Vive with Oculus and PlayStation VR coming in the following months.


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