enjoyed this game! reminds me of some of those old-school games where players controlled missiles in real-time, but ShootScoot game makes it fun with time-dilation.
sp0rx
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thanks for the feedback! yeah, i didn't really get a chance to integrate some of the final thematic notions that evolved through the design process. once the spinning level turned into a leaf pile in a pond, i thought it would be fun to make the protagonists these little spirits gathering around this pond performing some sort of game or intrinsic tribal ritual.
thanks! updated the soundtrack a bit if you liked the music: https://soundcloud.com/sp0rx/pond-gameplay
So my team of 2 built this project for our 2018 UE4 megajam entry. we built this in about 3.5 days. named RF3 for "reality fusion 3", but sorta deviated from the initial concept, but ended up keeping the name for lack of a better name at the time.
pretty fun and challenging to pull together, and focused a lot on experimenting with new types of art and code approaches that we haven't used too much in our more mainstream freelance work.
built for Oculus/Vive, feel free to comment/critic with any thoughts.
The theme of the jam was "Reality is often inaccurate" (an homage to hitchhiker's guide).
Our approach was to build a game where a player was abstracted from reality, but also embodied some of the mechanics from VR games we enjoy playing in the shooter genre (space pirate, robo recall, etc). so, the main features of the game include a gun that transforms based on player positioning, reality constructor bots that fly around trying to build your new reality, and an abstract environment that would be somewhat composed of random hieroglyphs and what not which the player would pull from to prevent a new reality from forming.
On a deeper level, this brought up many questions about our own acceptance of the realities we choose to believe or accept in our own worlds, and how as much as we might like them, there will always be some unknowns or missing pieces of the puzzle.
when i personally play this game, about halfway through, I get distracted by the new reality which starts to become more recognizable, distracts me from my target practice, and then becomes enjoyable to watch. as it it broadcast on a giant screen in the VR world, this in many ways reflects the many distractions in our lives projected to use via phone or TV screen, and how that removes us from our present situation.
presence of mind has always been a struggle in my life, but it doesn't have to be a negative thing. being able to bring those distractions or imaginations to life using game engines is something I thoroughly enjoy.
so have fun, shoot some drones, and enjoy the show! as time permits, we hope to update this project with bug fixes, more movie clips to watch that are randomized, and more fleshed out gameplay logic juxtaposed against more abstract art.
MageWorks is an Early Access VR crafting and combat game designed for use with Motion Controllers. I'm currently planning a localization strategy, and am interested in this effort to include Japanese distribution. Trailer available here:
https://www.earthborninteractive.com/mageworks
Discover spells to create a customized spellbook, and collect resources to craft a powerful custom staff which can be exported from in-game as a 3D printable model.
The game is built using Unreal Engine 4 and has been in development for about 1.5 years. Will be happy to answer any additional questions about the project either through email/website or this forum thread. Cheers!