By showing the player a pre-recorded video of the "ghost" standing in the corner of the room, we make the player believe that the ghost is actually standing there.
We then switch to the first person camera. The first thing the player does is look to the corner to see the ghost, but they are surprised by the fact that the ghost isn't there.
At this point the player should understand that they can't trust what they see, which should make them feel really uneasy.
In the beginning, the player is welcomed to the room by our host. The host sets them up and promptly leaves the room, or at least that's what the player thinks. The host actually never leaves the room.
Once we have exercised all of our tricks on the player, it is time for the climax. We force the lights to go out and show a pre-recorded video of the ghost walking up behind them. Just as the ghost is about to touch them in the video, the host grabs them by the shoulders and pulls them out of the experience.
We noticed that a lot of people kept putting the controller down on its side. This is unwanted behaviour because it can cause situations in which the controller is out of sight from the VR sensors, causing it to lose its position.
We use the rotation of the controller as the main mechanic of our puzzle and by turning the controller on its side, those rotations become unreliable and can sometimes still trigger the "correct rotation" event, therefor rewarding the player for doing the wrong thing.
We only had 3 weeks for this project, of which we spent a week and a half arranging a place to work, so please keep that in mind when reviewing the quality of the code. (A lot of scripts were written to test their functionality and were never refactored, in order to save time.)
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