This project is unique due to the fact you can dismember enemies, the enemies also have ragdoll physics and fall when their health is depleted. The project also has multiple look and movement types to account for motion sickness and user play styles, teleportation, continuous movement, snap turning, continuous turning, ray interactors if user’s have limited space. And lastly occlusion culling has been implemented to increase performance.
For a first my first ever VR game I got functionality working with the headset done well and I managed to keep to a good time limit for each part of the project given the time I had. I also learnt optimisation techniques like reducing triangles in the map and occlusion culling so that the project could preform better.
There was a lot of unfinished work, I got a basic game done but there was not that much polish. There was also little quality of gameplay, apart from moving around and shooting the enemies there was not much else and I crunched a very extreme amount, probably was not good for me health wise.
I would cut the map down to a third of what it was, focus on a round system and scoring to keep the player interested, add story elements to add some depth to the gameplay and sort out the physics for the enemies when they get parts of them dismembered.