It is a single week group project using Leap motion and Unity3D to create an arcade-style wizard spell fight game. Since we were given such a short time, quick prototyping and brainstorming were the keys to this project. I was mainly responsible for all coding except for the game flow part which controlled when the game ended and started. I also spent a lot of time configuring and designing UIs to better reflect the spell cooldown and different types of the spell.
Our game has a lot of keyframe animations. Unlike traditional animations, I had to work with artists closely in order to use a limited number of frames to create realistic animation in Unity3D. In the picture above, I was adjusting the time interval for each frame. During the process, I worked with my artist in person so that we could make sure all the animations were fluent. This is the beauty of working with different disciplines. A programmer should not limit himself to coding. The experience of creating artworks for this game further fostered my decision to go on the track of technical artist.
Leap Motion is surprisingly well functioning given its price and physical size. It was the first time for me to code for Leap Motion in this game and I quickly loved this device. Unlike Kinect or other motion tracking devices, Leap Motion had great API support in Unity3D and the precision of hand tracking was amazingly good. Although it had a terrible field of view and the number of supported hand gestures was pretty low, I still managed to implement three gestures for two players to battle against each other without too much suffering.
Besides programming, an essential factor of this game was fast prototyping. Since my group only had one week for developing this game, I needed to finalize all game concepts within one day. The picture shown above was the initial idea of how our game worked. I directly put this idea into work and implemented a prototype for the group. During the critic, I invited some friends to play the prototype so that my group could get feedback without wasting too much time discussing among ourselves. You could see how different the original idea was comparing to the finalized version of the game.