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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