It took me a while, because I was always worried something would interrupt the 45 min play time. Beautiful architecture. I loved how certain scenes broke my sense of space, and I didn't feel like I could see the trick to how they worked.
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OK, it worked. That's a lot of falling furniture! The sound was nice. There was a lot of repetition, which made it hard for me to figure out where I was. I found the keys, but couldn't remember which doors had been locked, so I'm not sure if I unlocked anything or if I just opened unlocked doors.
After 2.5 years of work, the meditative, multiplayer VR (and non-VR) experience has been released.
It will also be in an exhibition at Maryland Art Place, which runs from this Thursday through the next couple of months. The show will be networked, so you'll be able to interact with attendees.
In this game, explore an autonomous entity that communicates through weather and time.
Players start in the same environment, but this begins to diverge for each as their personal landscape, composed of individualized weather and hallucinations, reacts to the player.
The constraints within which they interact are discovered during play, and revolve around the body, simulated breath, drawing in the air, and out-of-body exploration of flora, fauna, and abandoned human habitations.
I enjoyed the cityskape view. Although I got used to the inspection mode, what was the reason for making it modal? Given that the mouse didn't have an alternate use while walking, it seems like they could have been done concurrently.
I wish I had more details. All I can remember is that the first couple of pictures I took, it was fine and I could look at them on the camera. Then at some point after exploring the roof a bit, I noticed the buttons were no longer switching modes, and that I was still in picture-taking mode.
I love being able to look at the vignette back in the bedroom. At some point, I think I got stuck in camera mode, as shift wouldn't work anymore to show the pictures I'd taken, and space didn't change modes.
I like your environmental narrative presentation. Maybe more opportunities to poke around in the leftovers of other people's lives? I think I would also love to have the music fade into just ambient audio when you're wandering around the empty expanses of beach.
Yeah, apparently it only shows purchased games. I would really like to have it show all the games downloaded in the past, including free. One work-around would be to rate every game you play, or add them to a collection, but neither of those are things you can do from within the app.
I really enjoyed this, I just wish that after unlocking the animals, I had a sense of what I was working to next without going back to the main menu and abandoning my map to see that I needed 750 people to unlock the next level.
Thanks for the feedback! I'm glad you got to play. The size and layout are generally similar to the actual location, with the cremation site itself being a short distance from the road and the sign and guard's shack being near the entrance. None of the locations are entirely fixed—the tiles have random heights and vegetation is distributed randomly, and the landmarks have general locations that they are randomly placed within. I wanted to play with making the site semi-procedural to see if this made it feel more alive.
I'm still working on the Windows issue... this sounds like a common problem in Unity 5.3. I'm attempting different exports with certain libraries removed and player settings changed. I'll repost the files when it looks like it's working.