CUSTOMIZABLE COMBAT GAME CONTROLLER
INSPIRATION & DESIGN CONCEPT
Conceptualizing
VR games brought a new perspective to video gaming that takes immersion to another level. Introducing the 3D near-eye view really makes the player feel like they are part of the virtual world. Even though we are still far from achieving full immersion that utilizes all seven senses, one aspect that I am unsatisfied with our current VR technology is its use of a uniform-shaped controller to represent all the hand-held objects in the game.
It hardly feels like you are wielding a sword when in reality you are just holding a piece of plastic
While it’s understandable that VR developers want to make sure that the controllers are economical and versatile to fulfill the need for different games, the loss of immersion makes me wonder if there's a way to make controllers that simulate real-life objects or even those from fantasy. There are products in the market that tempt to fulfill this need by adding external add-ons to match the shape of a rifle or pistol, but they fail to meet the need for other types such as melee weapons, which come in a variety of shapes. Getting too many add-ons for different objects can be pricy in the long run, not the mention that some custom-made ones can be extra expensive.
The factors that should be taken into consideration are weights, features, and customizable shapes. To make the cost-effective, the controller should be able to be taken apart and reconstructed into some - things like a hammer, a sword, a gun, or anything else that the player imagined. Each individual part should also come with a motor that can vibrate separately to simulate different levels of impact when the object hits other things in the virtual world.
Something exciting that I would compare with my concept is Nintendo's LABO, which uses cardboard to create "Toy-Cons" that re - sembles real-life objects such as a piano, fishing rod, and motorcycle. The use of cardboard significantly dropped the cost, however, as I mentioned earlier, sacrifices weight and other sensations that can enhance the VR gaming experience. To achieve this I attempt to use a more solid material like plastic.
My conceptual product "Customizable VR Controller" will be made of weighted parts that can be assembled to create any shapes that the player desires. These parts come in different sizes, shapes, and weights and can be connected together like LEGO to simulate real life or objects from fantasy. The goal of the Customized Controller is to minimize the feeling of distortion by using weighted parts and also mitigating the cost by allowing them to be reassembled into many different shapes.
The game company can also sell pre-assembled Customizable Controllers that are already working for their games to save time for players. Another selling point of this product is its ability to vibrate on different levels. Since each part has its own vibration motor, the game developer or player can config the controller in a way that the part of the virtual object that hits the hardest will be reflected through a strong vibration, followed by minor vibration throughout other parts of the controller, to simulate collision in real life.
INSPIRATION & DESIGN CONCEPT
There is a wide range of audience for this product due to its high versatility. VR game players will be able to purchase different parts to make customized controllers that meet their needs. It can be as simple as a dumbbell for work out, or a Great sword that can slay a dragon. The game developers can also design controllers that work best for their games and come up with guides that teach the players how to assemble such controllers to maximize their gaming experience.
Different components of Customizable VR Controllers can be made separately and reassembled through the factory assembly lines. These parts can be sold in multiple ways: individually, bundled, or pre-assembled. Customers may get bundles that contain parts with a variety of shapes to build their own controller, purchase the pre-assembled version for the specific games they have in mind, or find individual parts with specific shapes that they need to complete the controller.
Although the current design of the product is still in the conceptual stage due to the lack of resources and knowledge, its functionality is practicable to be mass-produced. As stated earlier, Customizable VR Controllers are made of weighted parts that can be connected together. These parts contain weights, data-exchanging technology (most likely Bluetooth), and vibration motors, all covered under different shapes of plastic shells. Some of the most frequently used part shapes might be cubes, cylinders, spheres, and cones. Depending on the weight of each part, ensure that the controller can handle a moderate amount of shaking and wielding.
PROTOTYPING
In the span of a month, I tried to make a physical prototype of the controller that's able to connect with the VR headset and play games. Even though it ended in failure due to my lack of hardware experience, I want to present the progress I made and the lessons that I learned from this attempt.
The hardware I used is Seeeduino Xiao Arduino Microcontroller, which sends out the following data that can be used to locate the controller in the VR space:
I also purchased the touch board, which sends out signals when I lay my fingers on it. This can be used as the confirm / back button or the skills of weapons in the game.
Seeeduino Xiao also has a built-in Bluetooth feature, which allows the board to send data to my computer wirelessly. My plan was to program the controller through Arduino and then send its data to my game build in Unity. The boards are connected together and a lithium battery is used to provide power, which can be recharged.
DEVELOPMENT PROCESS
Due to the time restraints, "build physical controller" and "make a VR game demo using Unity" was executed at the same time. Even though I experienced an issue when sending data from Xiao to my computer, I was lucky enough to build the physical controller with the help of industrial-level professionals.
The first hammer-shaped customizeable VR controller was made using carbon fiber which makes it light and sturdy. It's made of 4 parts: the hammer head and the handle (3 cylinders).
The parts are connected through the bolt structure. Each part is hollow inside so I can insert the Microcontroller, the touch board, and the lithium battery. However, due to my miscommunication with the manufacturer, the handle parts were too narrow to fit in any of my hardware. I originally planned to attach the touch boards on the side of the handle but looks like there is not enough surface area to do that. Reluctantly, I had to start over.
The prototype controller I designed is hammer-shaped. It's made of the hammer head and the handle, which can be taken apart and reconnected easily.
The battery is stored in the head since it has the most space, along with the Seeeduino Xiao to determine its position in the virtual world. There are other 2 Xiao placed inside the handle as well as the touch boards that serve as the buttons. The battery is connected to all the boards to provide power.
The second hammer is made with PVC-U pipes. It weighed 1.18 kilograms, 50 centimeters long (the head is 25 centimeters wide and the handle is 40 centimeters long). It has enough diameter to fit in all the hardware and is heavy enough to feel like a real hammer. Each part can be twisted on/off quite conveniently. All three touchboards are taped on the surface of the handle so it's easy to use.
Since the battery is rechargeable, I designed a hole on the side of the hammerhead so the user can plug it in. As I transitioned from hardware to programming, unfortunately, I later realized that Seeeduino Xiao's Bluetooth only supports the mobile app but can't transfer data to the game wirelessly. I also tried using wire to take its output from Arduino to Unity but it wasn't working properly. My senior year at college started recently and I have to move on to work on my graduation project. It's sad to end this project this way but I did go out of my comfort and learn a lot about Arduino and how hardware works.