Improving interactions that we saw in existing games and we thought could be improved.
Objects that can be interacted with are very evident (eg in Assassin's Creed), they blink or glow, and it takes away all the fun and mystery behind finding out that you can actually collect them or interact with them.
If you need to find hidden marks or text in objects, nowadays games (eg Tomb Raider) assume you've found the hidden part as long as it has been rendered for 1 second on the screen. You may have not realised there was a hidden mark or text, yet they spoiled / revealed for you – it sucks.
Manipulating / rotating objects is usually done with a joystick – it's not as fun or immersive as manipulating them using gestures in the air or on a companion device.
What it does
Provides new ways of interacting with a game by including an eye tracker and an auxiliary screen. The eye tracker lets you interact and inspect objects in the game just by looking at them and the auxiliary screen serves as a way to avoid clutter in the main screen, improving the user experience.
How we built it
Lots of love, a bit of Unity, C#, using Tobii's eyetracker (EyeX) and Logitech ARX SDK for 2nd screen experiences.
Challenges we ran into
- Connecting the second screen to the laptop in the given network conditions.
- Initially using LeapMotion to capture movement but discarding it due to its imprecision.
- We had never used EyeX or eyetracking technologies before.
Accomplishments that we're proud of
- We love the idea we're introducing and think it could be an awesome thing to have in exploration games or ones that rely a lot on environment interaction. game changer
What we learned
- How to use the awesome eye tracker, Tovii!
- How to use the Gamepanel SDK
- A lot of Unity3D
What's next for EscapeRoom
Log in or sign up for Devpost to join the conversation.