Inspiration
I like the idea of asymetric survival pvp games. Theres a few out there that do well and they each have their own strengths and weaknesses. I have my own vision for one and a large portion of that was applied here. Its not fully realized due to current limitations but I'd love to continue to flesh it out.
What it does
A minimum of 2 players is required. You'll load into the lobby awaiting your ride to your party destination at the air bnb you've booked. Out of the lobby of players available 1 will be chosen to play the killer and the rest will have to find the items to get out of the situation. Its set up at night and the interior is lit using dynamic lights controller by wall switches. A breaker toggles power to these and at any time either player or killer can trip it. Its dark enough provide some scare but enough you can navigate and hunt for items. Instructions are provided via focused interaction and have images of the items you must find. The items are randomly placed throughout the mansion and should rarely be in the same spot. Once the items are obtained you can take them to where the phonejack is and hook up your landline. You'll then be able to call for help and just have to survive. Eluding the killer will envolve staying away from them along with the ability to hide within select places like in a cabinet, locker, behind plants, or the chimney as example. You'll enter first person mode and hope the killer doesnt look for you there. If so you out permantly. But if you're not there and in a different spot nearby, they are rooted in position for a few seconds so you can make your move away. The killer will have the ability to wear a mask of choice and will have a weapon they can attack with out in the open. If you can evade the killer make the call you'll have 3 minutes to survive and your a winner!
How I built it
I laid out my plan, used minimal external tools (vsCode, paint3d) and tried to harness what was available out of the box in the editor and apply it do my design.
Challenges
The overall unknown of what the meta horizon editor and engine is capable of. I have experience with Unity3d and since this is built upon that it was helpful but clear that differences are there.
Accomplishments that we're proud of
This project is my first attempt at developing for the Meta Horizons platform. Using tutorials, samples, documentation, and what the Meta Horizon Desktop Editor had in assets, I was able to sling this together in roughly a month. Initially I was very hesitant because it would be a large investment extra time outside of my current job I don't have tons of. I was able to pull some long hours learning and building. To that note I'm very proud of what I was able to do overall.
What was learned
This is a very promising platform. Its clear its in its infancy still and unlike the big engines, not alot of videos from experienced users out there to help get guidance from. Its ability to push builds and playtest on your personal devices quickly is amazing.
What's next for Air BnE
It needs bugs worked out as I didn't get as much playtesting in as I'd like. Plenty of stretch goals remain. If it becomes popular I'll take a crack at a monetization strategy. I'd love to be a fulltime game developer if possible.
Built With
- ai
- desktop
- editor
- gen
- horizons
- meta
- paint3d
- typescript
- vscode

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