Oculus Rift Horror Game

Overview

This started as GDC Burnaby's 2013 club project. It's a horror game making use of the Oculus Rift, based heavily around the idea of optical illusions. The project's github page is here: https://github.com/mugwhump/sfugamedev2013.

Tutorials

2 tutorials were given during our fall 2013 end-of-semester event to kick off development. They have text guides here:
* Unity Tutorial
* Blender Tutorial

Gameplay

  • Mechanics - The game is in first-person and uses the oculus rift. Players can use KB+mouse or a 360 controller to move, look, and jump. They use the rift to turn their character's head. They can also "interact" with environmental objects. We should try to make use of the Rift's superior field of vision.
  • Level Design - The game will have a handful of environments. The player will start shipwrecked on a beach, then discover a passage to underground. There will be a hub room with a varying number of side corridors and a locked door in the middle. Each side corridor should lead to an independent illusion/puzzle, and players need to get the key from each to unlock the main door. After unlocking the main door, players obtain a treasure, start getting chased by the spooky monster, and run back to their boat.
    • Beach - The starting area provides wordless exposition (you're shipwrecked, as you can tell from your ship) and offers a danger-free area where players can get used to the controls and the Rift. There's one small path into the hills that leads underground.
    • Hub - The main room containing paths to a varying number of illusion rooms. It should be clear that each room needs to be beaten to progress to the locked room. As more rooms are beaten, the atmosphere should become progressively more ominous, and hints of the spooky monster should start to show up.
    • Rooms - Each room should focus on one puzzle or illusion; solving it should reward the player with a key/googaw. It's difficult to think of illusions that aren't trivial to "solve" by just walking forward, so it might be a good idea to combine them with some simple, traditional puzzles. Some ideas for illusions and puzzles include:
      • Blood dripping from the ceiling, or something that requires players to make use of the vertical mobility of the Rift.
      • Moving textures in a hallway, such that it looks like the player is moving when they're actually stationary. Players need to look backwards to progress.
      • Non-euclidean geometry. For example, the player takes 4 right turns but doesn't end up where they started.
      • Sliding block puzzles (Zelda)
      • A puzzle where you need to look at some object from a certain perspective to solve the puzzle. For example the player could see a picture of an impossible geometric shape next to a sculpture they need to look at from a certain perspective to make it match the picture. Real-life example.
    • Spooky Monster - Its presence becomes more apparent as you finish more rooms; it starts chasing you for real once you acquire the treasure in the final room. For its appearance, something we don't need to model would be good (a cloud of smoke? A dark void?). Before it starts chasing the player, it could scare them by hovering out of the player's sight or around corners, rather like Slenderman.
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