Interesting. I tried environment fog a bit and couldn't get a nice effect it.
Eric
Creator of
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Thanks for the feedback. Like others I only ended up having about 12 hours to actually work on everything over the course of the jam. I was hoping to get it all sorted work in mixed reality so it would turn your home into a graveyard with skeletons chasing you, but time was short. I was pleased to get the red light/greenlight mechanic to freeze skeletons, timing system/score tracker and AI Navmesh player seeking functional. I think with a solid week of work I could get things a lot more polished.
For anyone interested I've worked a good bit on the game this weekend and have a rough menu system, sound effects for shooting and explosions, an endgame state (so you can actually lose now!) and enhancements to the "time change" aesthetics. The bulk of the work has been trying to get my head wrapped around Unity's new action-based system for VR as the documentation is tough to get through. I experimented with adding more motion in x and y and possible rotation, but that QUICKLY seems to induce motion sickness. My next big update will be implementing some interaction into the cockpit so you have a functional virtual lever to control the back and forth motion and a virtual "pixelize" button for the pixelation of enemies. Then it will be working on a different weapon system and trying to gamify everything to make it more fun.