Inspiration

Stellar Sprint is built around what feels great on a mobile experience paired with a deep, meaningful progression system. The game loop is inspired by popular mobile titles that have quick accessible swipe and touch based gameplay. While also being inspired by a title known as Tap Tap Run.

Our vision is a world that is instantly accessible, socially connected, and compelling enough to bring players back daily. Traits, gear, and unique mobile based mini games all contribute to a long term sense of advancement, while moving towards regular social events and broadcasts.

What it does

Stellar Sprint currently includes two main gameplay modes and three mini-games, each designed for mobile first interaction and built to utilize the Gestures API.

Versus Mode: A competitive tap-to-move sprint against increasingly challenging NPC runners. Winning earns tickets, unlocks traits, and progresses players through difficulty tiers.

Rush Mode: An runner bonus round unlocked through Versus. This mode uses swipe-left, swipe-right, and obstacle navigation to collect gems, and rare gear.

Mini-Games: Three short experiences that level up core traits. These traits directly modify running performance, creating a clear connection between training and gameplay results.

Players can also complete quests, unlock gear with stats, and rise the leaderboards.

How we built it

Stellar Sprint is engineered for mobile innovation on Meta Horizon Worlds. We implemented extensive custom systems, including a swipe to navigate system.

Other systems are: Many unique NoesisGUI implementations including mini games which feature gestures, and in world interactions. Custom Quests System Custom Daily Login and reward tracking CoreManager utilizing player persistent values across: Economy, unlocks, traits, cooldowns, progress, and FTUE. Chunk based asset pool manager for Rush Mode

Challenges we ran into

Integrating Noesis GUI as non-blocking screen overlay created conflicts and challenges, we originally envisioned a interactive inventory, profile, and other buttons utilizing Noesis however this needed to be disabled prior to submission. Tap to move, and raycasting also presented unique challenges that required iteration to work around.

Accomplishments we’re proud of

Delivering a cohesive, innovative mobile gameplay experience inside Horizon with custom gesture systems, event based architecture, optimized chunk pooling, and a visually pleasing world tied together with what will become a growing amount of progression systems ready to build on as a foundation.

What we learned

We learned a deep dive of the ins and outs of Meta Horizon worlds with specific considerations for mobile and also
focused events and interactions chunk based asset pool & Mobile optimization. Local, shared and default scripting. Noesis databinding , event commands & dynamic templates

What’s next for Stellar Sprint

World Race Events supporting up to five players in real time, integrated with the upcoming World Broadcast feature. We are also reworking the Inventory system, adding equippable items that modify traits and appear as avatar attachables, and remain in persistent storage, rewards for leaders, micro time based rewards, consumables, increased social interactions, improved quest waypoint system, restoring the jump mini game, and other disabled functionality while building increasingly deep progression systems.

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