A lonely entry to the Spektrum Crush "Permadeath Radio" Jam.
Possible epilepsy warning.
Wander around. Touch things. Stare. Hum.
When you reach the yellow area, there is no further to travel. Quit at any time.
Controls:
WASD to move.
Mouse to look.
Space to jump.
E to interact.
Credits:
Uses the First Person Drifter control by Ben Esposito.
Piano sample is Frank Levy playing Chopin's Op. 32 No. 1 (Nocturne No. 9 in B Major), under Public Domain license, via musopen.org. I've modified it in various ways.
Various paid & free assets from the Unity Asset Store were used/repurposed.
Comments
I really like how the
I really like how the gaze-attractive movement from the first scene informs the dérive in the third(?)
It was a beautiful game to play. Even though you said it was over in the yellow room, I found myself trying to press the button-looking cube-monolith in the center because it resembled the quadruped buttons.
I have a technical question: Are the red dots on the 3d grid in the yellow room particles or gameObjects? I often want to make a large amount of duplicates without them being game-objects; I just want to determine their transforms and render them but I don't know a good way to do that.
Controlling Particles at Runtime
Thanks for the feedback! They are indeed particles. It sounds like Unity has been making substantial improvements to rendering large quantities of prefabs, but some things just look better as constellations of billboard quads.
Here's a stab at illustrating the bits involved:
Thanks. It is more complex
Thanks. It is more complex than I imagined. I'll try it out.
What a fascinating
What a fascinating experience!
Felt like I was wandering around the mind of an architect, the high-contrast and flat characteristics of this game's color schemes really hit me as sort of both mechanical and human at the same time.
Neat!