Postmortem


Success

We enjoy the fact that interactions in this game are purely intuitive and designed based on the "VR logic", something cannot be done in regular games, the most prominent element is the flashlight, such a simple feature, that is actually quite powerful. Having to physically point the flashlight at things to be able to see them, using the VR controller, this adds a lot of immersion to the gameplay. The way player opens doors and moves things is also done in an intuitive logic.

Setback

Even though the way player interacts with in game objects such as doors is physics-based, we did run into some troubles setting everything up, some of which we had no idea how to fix, for instance, doors would go into walls, etc. Luckily these problems do not really affect the progression of the game. Another problem being that every time we want to test it we have to make a build, this wasted a lot of time (as well as our will power). We also went back and forth on what we wanted the game to be exactly, the final product is very different from our original vision, this also wasted a lot of time.

Lessons

We have learned that developing games under a VR environment is very different from conventional game development, a lot of things which one would expect to work just don't, or they glitch for no reason. It can be very frustrating at times.

Next Step

For our next step we would try to optimize all the door physics so they would feel more "substantial", as well as adding more sound effects (door opening, squeaking, etc.), for a more immersive experience. One thing we wanted to do but never got to was changing rooms, which is something we would definitely try to incorporate here as well.

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