![]() You can run into bioluminescent creatures. “It’s almost like you are playing an orchestra of underwater sounds,” Tasse said. The game has dynamic sounds through a whole level. You have to figure out puzzles, like feeding fish and creating an opening for you to pass through. The environment has underwater caverns, plant life, and fishes. The visual look is called “aquatic retro futurism, which resembles ‘ Tron meets Child of Eden with an underwater sci-fi feel,'” she said. “We’re getting people interested in marine biology without being didactic. ![]() “We’re the experimental part of the class and have had a chance to explore unique mechanics,” said Amanda Tasse, the coleader of the student team. The latter has a more psychedelic perspective on the world. You start out as a baby, move to an adult, and even move on toward an aging, almost-senile jellyfish. You guide a bioluminescent being through the colorful underwater world and experience what it’s like to be in different parts of a life cycle. The aim is to get the player interested the aquatic science. The title is an experimental underwater ecosystem exploration game, and it’s a game inspired by marine biology. In Miralab, you get to experience what it’s like to be an immortal jellyfish. “The Rift is really great because you can explore all axes of motion with a lot more immersion,” Pietsch said. ![]() The funny thing is that the fast-moving scenes have a lower risk of creating motion sickness than the slower scenes, Dimmer said. The team included a dot in the center of the screen that I found to be helpful in reorienting myself whenever I got a little dizzy from the flying movement. Oculus VR showed off a new demo, dubbed Crystal Cove, in January that addressed the motion sickness by reducing the blur that occurs when you move. So when I tried it out, it made me a little seasick. The game uses some of the older technology associated with earlier Oculus Rift prototypes. Rhea has six levels, including some larger ones for flying. “If you don’t have that, you have to ask what’s the point of using the Rift,” she said. You can use the Rift to look up and see places that you need to go, said producer Colleen Dimmer. The design of the levels are different because they have a lot more verticality than a typical game. That pushes the flight system to the limit. “We want to reward the player for exploring,” said Riley Pietsch, one of the development team leaders.Ī series of obstacle courses challenge your capability to fly and whether you’re worthy of finding the lost civilization.
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