How it fits the theme:
Upon hearing the theme of Impermanence, the idea that stood out the most to us was about mountain climbing. While half of the appeal of mountain climbing is the view and appreciation of nature. What if, though, instead of getting the privilege to stop and enjoy the view, you were in a race against time to reach the peak before the world was eaten beneath you?
What it does:
Our submission is a VR game about climbing a mountain as an all-encompassing fog chases you to the top. As the once permanent landscape is eaten beneath you, every decision matters. The rocks you use to climb up the cliff face are loose and will fall as you use them. Just another reminder that nothing lasts forever, even your ability to progress.
What we used:
We build this game using Unity and the XR interactive toolkit. We used free 3d models found on the Unity Asset Store to make up our environment
Challenges we faced:
The most challenging part of this project, technically, was the one we tackled first. Getting the logic of grabbing things and pulling yourself up was crucial to the game's function. We were able to find a solution to this problem in the early hours of day one. After that, things went very smoothly. With our combined experience in VR and 3D rendering/animation, we were able to execute most of our ideas pretty quickly.
Accomplishments we are proud of:
While one team member had previous experience in VR development, the other two members had never entered the field. We are very proud of how our first foray into the space turned out, especially on such a limited amount of time.
What we learned:
The entire team was able to deepen their knowledge of the Unity engine, 3D design, and game design. While we all had experience in one or more of these already, this project pushed us to learn things like particle systems, VR controller interaction, and programming in C#
What's next for The Climb:
If development on The Climb continues, we have several features we would like to implement. More varied environments as the player progresses (Snow appearing on rocks), A visual overhaul with higher quality assets, and internal tools to easily generate new climbable levels without everything being placed by hand. We briefly experimented with moving terrain, but were not able to implement it into the final build. If given more time, we would like to explore that feature again

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