Inspiration:
We have wanted to create a game with the complexity of a quality VR and mobile game inside of Horizon Worlds. We wanted to create a game with Dynamic World Generation & Immersive Gameplay. It was very important for us to cultivate an atmosphere of mystery and suspense that keeps players engaged and invested in the narrative.
What it does:
Everybody Dies is a team based adventure and puzzle game available in both VR and mobile/tablet devices built inside Horizon Worlds exclusively. We have strived to create gameplay mechanics that feel grounded and believable within the game's context.
Challenges we ran into:
As our aspirations were quite high for Everybody Dies, we had a very difficult time with project bandwidth. We just could not fit enough in the world size that was available to us. Our team figured out how to dynamically spawn in and out of levels to create a seamless and evolving game world. We believe we have mastered a strong collaborative environment, working together on all aspects of the project to overcome challenges and achieve our shared vision. The creation of assets were always changing and new assets had to be created, attained and converted. Sound and music had to be created, added and approved Being able to smoothly navigate in mobile was and remains a challenge. Nav mashes has caused us serious headaches and problems to overcome. However, we have met every challenge head on.
How we built it:
We first started building inside of Horizon Worlds in VR collaboratively and then, once available to all of us, the desktop editor. Codeblocks was initially used and in some cases, remains now. The remainder was coded inside of VSCode in Typescript.
Accomplishments that we're proud of:
As the team, leader, I found and recruited Meta Horizon monetized individuals with specific skills and strengths. The resulting team has diligently learned and adapted to both the VR Horizon Worlds editor and the desktop editor. Each update brings exciting new possibilities and features that we are eager to explore. Of all the team members, Pappity and Quintrem have been instrumental in the project's coding development, taking the lead on the majority of the scripting. Their scripting expertise has been crucial to the project's progress. Without their dedication and skill, this project would not have been possible. Finally, we are very proud that we have created a multi genre game which includes puzzles, shooting, melee, adventure, and interesting and intelligent story telling.
What we learned:
We have learned to work as a team, overcome obstacles, become proficient in game logic and coding, and how to push the envelope with horizon worlds.
What's next for Everybody dies
Hopefully, a sequel to the original and projects that each of us can help develop into fully fleshed out games.
Built With
- 3d
- codeblocks
- horizon
- modelling
- oculous-quest-3
- texturing
- typescript
- uu3dpro
- vscode
- worlds




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