Pick Your Potion is a fantasy cooking game in VR, where you chop and grind gory magical ingredients for potion brewing for all the magical creatures in the forest.
You play Pick Your Potion as the witch of the woods, to whom these creatures come to get help for their troubles. Your task is to brew potions that can solve their problems.
When you get an order from a creature, you have to look for the right type of recipe in your bookshelf. Chop, grind, slice and stir. Be accurate and hurry up, your customers don’t want to wait!
Engine: Unreal Engine 4
Development Time: 4 weeks
Team Size: 4 Designers & 4 Artists
Developing for VR was a totally new experience for every team member. Only a few of us had even tried VR before. Early in the process, we discussed what kind of mechanics that would fit in the game. As lead scripter, I saw to quickly prototype all the mechanics that came to mind to get a feel of how these mechanics would turn out to be in VR.
Trying not to break the immersion, we wanted to avoid using buttons to start scenarios. Instead, we used bottles that the player have to drink from in order to start a scenario. The game is called Pick Your Potion after all!
Some ingredients are placed in jars or baskets. Jars can be picked up or forcegrabbed. The player can either pick ingredients directly from the jar, or pour them out. If the jar haven’t been interacted with for a short while, it will magically place itself on it’s spot in the shelf. Not even a witch likes a messy kitchen.
If the container isn’t held by the player and has been moved from it’s initial position, start the timer.
The timer is cleared if the player picks up the jar.
Turning off physics and collision, and interpolating back to it’s initial transform.
Check to see when the container reaches it’s initial position.
To use the grinder, the player must place the ingredient inside and rotate the handle a couple of times. The ingredient can then be poured into a bottle.
In order to keep track of handle rotating, there are two box colliders placed inside the actor. When both box colliders has been triggered, one lap is added.
Ingredients and containers are created by a different actor that acts like a spawner. It creates the ingredient or container based on which enum is chosen. It also checks if the ingredient were moved from it’s initial position, and spawns a new one if it does.
I wrote the music during the last week of the project. The environment was pretty much done by then, so I could take a lot of inspiration from the game itself. I was going for a very natural, and “wooden” sound and I felt that an acoustic guitar would be an excellent base for the song. When the base was done I added more and more instruments that I felt sounded mystical enough to be played in a witch hut.