The ending sequence was one of the first things I made, and it's starting to show its age. I still like the idea of the walls raising, but what they reveal needs to throw a bigger punch. Now that the game/space section is a little more flushed out, I can start to focus on the ending.
I am looking into a adding pause function, but setting the timescale to 0 doesn't stop MovieTextures. I will have to pause/resume that separately, and then things start falling out of sync. However, I hope to get some good hours in tonight or tomorrow implementing subtitles.
[*]Made the Oculus history video props come into the main room; you don't fade in and out to other rooms now during that sequence.
I think you have a valid point with the looking behind you thing. I have seen, however, that many first time Rift adventurers don't look behind themselves until instructed to do so by the person giving them the demo. So, the demo itself would need to naturally encourage you to fully look around by doing so in the context of the story.
Do you have any ideas about how this can be accomplished, or even what neat things I could put behind the avatar in the demo?
I will make a DK2 3d model before monday if you are interested !
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