Inspiration
I loved the game Tag growing up, and I thought of a way to incorporate that into my idea for Rush To Zero. I just added the fact that it will not be the same person being "it" the entire time, so everyone gets a chance, and the thrill of running away from someone is spread out to all players as well.
What it does
The game concept forces you to strategize your escape or your conquer. You have to think quick on your feet to be able to come up with a gameplan in the 15 second round time.
How we built it
I decided to build a fun house vibe game room. There are portals that will randomly spawn you to different places in the game room, as well as moving shapes that make it harder to run away, and some jumping blocks that make it easier to get away.
Challenges we ran into
I ran into some issues with the different scripts communicating with each other properly. I turned to the discord for some help and advise. This worked well for me, as now the game is running smoothly.
Accomplishments that we're proud of
I am proud that the gameplay is simple enough for all ages to play and enjoy, but takes some strategy so each time you play it, the outcome could vary to keep it exciting. I am also proud of the fact that this is my first world using 3d models, and I am new to creating 3d models.
What we learned
I learned more about custom UI and how to use it. I also learned more about understanding the people that play across other devices. I now know that there are some things that are easily seen and interacted with on VR that is not as easy to see or interact with on mobile or desktop. With this competition being focused on cross platforms interaction, I learned some valuable skills that I will use in all of my future builds to ensure that EVERYONE can easily enjoy my creations.
What's next for Rush To Zero
I plan to make IWP and power-ups to be used, such as a bubble gun that can be used to sabotage another player during the rounds. While running away from the tagger, you could shoot another player to lower their speed for a few seconds, making it easier for them to be caught. I have also thought of lightening bolts to be randomly placed throughout the game area to give speed boosts and making it where you can level up and be able to use a jetpack for a certain amount of time during each round to make it harder for you to be caught. I have a lot of ideas as this game will progresses, as well as looking forward to hearing some feedback from players on what they would like to see be added to the gameplay.
Built With
- blender
- codeblocks
- debug
- desktopeditor
- english
- metahorizon
- typescript


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