I'm excited to announce that
the crowdfunding campaign for SightLine has launched! Official website |
Facebook Page
Help us make this reality!
Share and comment! 
As a special treat, he's the last part of SightLine Prelude, finishing the surreal sci-fi short about the events before the story of SightLine.
Also I have made new topic for the development of the full game after VR Jam, so you can get updates and continue discussion here:
viewtopic.php?f=29&t=6896
Get 1.2 Windows build (DK2 support)
Also SightLine is now on Oculus Share
https://share.oculus.com/app/1380132786019bpblgi7ldiUpdate: Because I would like to make SightLine into a full blown game, I'm considering launching an IndieGogo campaign, but I could use some advice. Would you mind answering some of the
questions in this post?
Hello,
I would like to share my Oculus VR jam entry with you - a game prototype named "SightLine", based on a principle that
as soon as anything exits your field of view, it can change!Official website (in construction)
Facebook page
Description
Our universe is volatile. Anything can be happening in places you're not observing. But laws of physics ensure, that whenever you look back, everything will be nice and consistent. In this game, laws of physics are broken.
The moment you look away... anything can change. The moment an object leaves your line of sight, it can vanish or change into something else.
Will you make sense of this unstable world and use the volatile nature of the environment to your advantage, to solve puzzles and get to the end?
Sightline is an environmental action/puzzle game prototype made specifically for
Oculus Rift VR jam developed with Unity and thus supports Windows, Mac and Linux
2nd milestone video
Note: It lacks some of the polish and changes in the final build, I didn't have time to make or even upload (I have 0.6 Mbps upload >.>) new trailer, but at least you'll have some surprises while playing ;-)
Download
Windows (Final VR jam prototype build - 1.0) (~150 MB)
Soundtrack (On SoundCloud)
Works with keyboard/mouse and Xbox 360 controller.
Credits
Created by: Tomas "Frooxius" Mariancik (that's me

)
Music by: Ondrej "Sakabi" Pultar
Voice by: Julian Ceipek
Also I used a bunch of creative commons/free assets, they're listed in the README file included with the game.
I'll be happy if you share your thoughts, constructive criticism or just any comments! ^^ The last 3 weeks were quite tense, I worked as much as I could on this and I hope that I'll at least stand a small chance

And hopefully that you'll find it fun :-)
Comments
That has to really mess with your head in the Rift.
Peejle
Edited to reflect actual vid
Peejle: I'm not however sure what you mean by "non-Euclidean 'portal effect'"? It's all Euclidean, things just change when you don't see them. If you mean that blueish thing where you can see the same scene reflected, that's just a mirror, which is going to be part of one of the puzzles.
Punkerella: That's interesting idea, although I'm currently going in a bit of a different direction with the puzzles, but comparing what changed mind be interesting element to add, although I have to think how to integrate it with the game.
Jumped to a conclusion that yours would be the first project to do this in the Rift:
http://www.youtube.com/watch?v=_xFbRecjKQA
Your vids show massive potential though, Euclidean or not.
Peejle
http://www.reddit.com/r/SuperTeamOne/
Peejle: That's okay, that video doesn't really explain that much rather than just show what I'm playing with, so it's not completely clear.
Yeah, these non-Euclidean designs are also interesting and mindmessing, but they were already done in some games and they're not what I'm going for.
My game is completely Euclidean, but things change when you're not looking at them, even if you're standing in the same place.
Titan Defender: viewtopic.php?f=51&t=3505
vrBubbles: viewtopic.php?f=28&t=4066
Flight 0.1: viewtopic.php?f=29&t=4330
Please let me know if you need some testers .. I'm eagerly awaiting to check your environments out.
This reminds me of the tests done with eye tracking where elements from a picture/scene can be moved and changed when the user isn't looking at them and they don't notice.
So do these rooms belong to a in/famous illusionist then?
Here's another teaser vid, it's a first segment of the game, but mostly just a model showcase/test (there's bunch of things that aren't supposed to be in that scene). It doesn't show an actual gameplay yet.
I think of that when I see your game... MAKE IT HORROR STARRING WEEPING ANGELS!!!!
Also, the nurses from Silent Hill :shock:
Netherion: Oh yeah, I know Weeping Angels (I'm actually quite a Dr. Who fan :-) ), but I'm planning a monster that you actually don't have to look at to survive, so it's a bit different. And will be part of a puzzle.
fonefen: I'm not really sure what do you mean by that.
Anyway, I uploaded my 3 screenshots for 1st milestone. They're not that much and not particularly revealing (I've been working mostly on the puzzles and not graphical side yet), just showing a few locations, but... here they are if you want to look:
Now I'll go to get some actual sleep for one day xD
Anyway, I made new video, showing the portion of the starting scene (without voice actor yet):
I wouldn't worry about lack of feedback, I know that Booradley and I are starting to have trouble keeping up with all the great projects people are posting. Have to spend at least some time working on ours instead of hanging out on the forum
How do you plan to handle player training? Similar games like Antichamber and Portal had a pretty significant tutorial sections (in the latter most of the game is a tutorial) before really letting you run free to really play the game. These are not easy tasks to grasp.
Also, what are you using to develop this? I'm really interested in how you pull this effect off. Hopefully after the jam you will tell us.
So far the demos looks great and i'm looking forward to playing it, Good luck!
viewtopic.php?f=29&t=4294
kblaney: I plan to introduce the concepts slowly, without being much of a puzzle yet and also give some hints in the narration. There's not much room/time for making proper training sequences and testing (I probably won't even have that many puzzles done), so I hope that judges won't get lost, but I think the prototype will be relatively short. Hopefully that'll be enough to show the potential of the concept.
Anyway, I'm developing this in Unity, which makes it quite easy to implement the effect.
Birchmountain: Thanks! Yeah, I plan to add more changes, but not at the start yet, so it's not too confusing, but they will soon intensify, so don't worry :-)
Well I see the potential even just in these few short videos, especially for something horror related or completely abstract, so I'm sure that will come across to the judges.