Inspiration
We wanted to prove that a procedurally generated game can be fun despite being rushed. Take that, Sean Murray!
What it does
Procedurally generates terrain and enemies dynamically. Utilizes VR in a way that prevents motion sickness entirely.
How we built it
We used the Unity game engine.
Challenges we ran into
Unity does all of its pathfinding before runtime, so programming the AI to find the player while in game was difficult.
Accomplishments that we're proud of
Coordinating pathfinding and procedural generation.
What we learned
How to procedurally generate terrain in constant memory using Perlin noise. Using A* pathing in a dynamic environment.
What's next for CyberSpaceMT
We plan to port it to the HTC vive, and open source it for others to enjoy!


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