Incantlas is a standalone VR game built on the Unity engine, featuring hand tracking as the primary interface. With magic casting as the main feature, the game boasts a hands-free locomotion system for a truly immersive experience. Incantlas has two modes: Story and Arena. In Story mode, players embark on a journey through a linear narrative, where they will discover new spells to solve environmental puzzles and combat enemies. Arena mode, on the other hand, is a more intense and focused battle experience, where players will learn spells, fight through waves of enemies, and ultimately test their abilities in the main arena.
Itch Page: https://wilpark2000.itch.io/incantlas
I always have a high standard when it comes to making an environment immersive. Since the Quest 2 has a weak mobile chip, it really pushed my optimization skills to the limit. Here is a showcase of the environments.
All modeling is done in Maya, maintaining less than 250K triangles per frame limit for optimal performance.
All custom texturing is done in Substance Painter with the Unity URP Specular workflow. Here are a few assets made with Substance Painter.
While traditional console or PC games can be challenging for new players to learn, VR games can offer a more intuitive and realistic experience. However, many VR games still rely on joystick-based movement and turning, which can be difficult for some players to grasp. By utilizing hand tracking, I believe that Incantlas can greatly improve the onboarding process for new players, including those who are not familiar with gaming. With hand tracking, players can use natural gestures to interact with the game world, making it easier and more intuitive to navigate and control the experience. This approach can help to make Incantlas more accessible and enjoyable for a wider range of players.
There is a reason why there are so little games in VR that utilizes hand tracking. Hand tracking is a challenging input technology for VR games, as its accuracy is typically around 90%, compared to 100% for button-based controls. This can lead to frustration for impatient players, so I have designed Incantlas with interactions that are uniquely suited to hand tracking or that benefit from its use. Additionally, to reduce errors and ensure a smoother experience, I’ve carefully balanced the use of hand tracking so that I can reduce the error margin. There are still points where some players can experience input errors. But I can say for sure it is a lot more fun than clicking buttons on a controller.