Eye Contact by Dark Arts and Sciences
Eye Contact is a weapon. People react in different ways...
Standard Unity/Oculus Rift controls: WASD or analog stick to walk, shift to run, mouse or Oculus Rift to look around (you may need to look up or down to get some people to notice you're looking at them), ESC to quit.
If you have an Oculus Rift, it should be detected automatically. Should.
***
4th Ludum Dare entry, second Oculus Rift entry, first published Unity project.
I had plans for a convention full of NPCs cosplaying as programmer art. When they notice someone (either the player or another NPC) making eye contact, they react in various ways: turning towards the viewer, moving towards or away, even blushing in embarrasment (via a material change). Maybe you're a security guard for the convention, trying to find and remove the one real threat in a sea of friends attack-hugging each other...but you're just a volunteer, and the only weapon you have is Intimidating Eye Contact (and maybe microphone volume).
The initial mechanics worked great. Scaring a poor defenseless cube off the edge of plane is surprisingly fun. Then I found out that the standard Oculus Rift camera/player controller doesn't play nice with rigidbodies (aka Physics.EasyMode), and manually handling motion along eye contact lines leads to quaternions...
So most of what I planned didn't happen. It doesn't even look like a convention.
I did get two different NPC types working. When you stare at them, the first type's face will turn red
and they will turn to face you. The second type turns their body and head at different speeds, and will back away if they're facing you AND you're inside their Personal Space. Each NPC has slightly different settings for the size of its Personal Space, movement speed, etc.
There are mirrors on the far side of the room, should you want to stare at your own unblinking avatar instead of semi-responsive NPCs. They don't react to eye contact.
Standard Unity/Oculus Rift controls: WASD or analog stick to walk, shift to run, mouse or Oculus Rift to look around (you may need to look up or down to get some people to notice you're looking at them), ESC to quit.
If you have an Oculus Rift, it should be detected automatically. Should.
***
4th Ludum Dare entry, second Oculus Rift entry, first published Unity project.
I had plans for a convention full of NPCs cosplaying as programmer art. When they notice someone (either the player or another NPC) making eye contact, they react in various ways: turning towards the viewer, moving towards or away, even blushing in embarrasment (via a material change). Maybe you're a security guard for the convention, trying to find and remove the one real threat in a sea of friends attack-hugging each other...but you're just a volunteer, and the only weapon you have is Intimidating Eye Contact (and maybe microphone volume).
The initial mechanics worked great. Scaring a poor defenseless cube off the edge of plane is surprisingly fun. Then I found out that the standard Oculus Rift camera/player controller doesn't play nice with rigidbodies (aka Physics.EasyMode), and manually handling motion along eye contact lines leads to quaternions...
So most of what I planned didn't happen. It doesn't even look like a convention.
I did get two different NPC types working. When you stare at them, the first type's face will turn red
and they will turn to face you. The second type turns their body and head at different speeds, and will back away if they're facing you AND you're inside their Personal Space. Each NPC has slightly different settings for the size of its Personal Space, movement speed, etc.
There are mirrors on the far side of the room, should you want to stare at your own unblinking avatar instead of semi-responsive NPCs. They don't react to eye contact.
Ratings
| Coolness | 57% | 3 |
| Overall(Jam) | 2.71 | 910 |
| Fun(Jam) | 2.26 | 989 |
| Graphics(Jam) | 2.52 | 847 |
| Humor(Jam) | 2.63 | 622 |
| Innovation(Jam) | 3.29 | 382 |
| Mood(Jam) | 3.19 | 431 |
| Theme(Jam) | 3.52 | 401 |
I'm sorry it didn't quite work out as you planned. Your interpretation of the theme is very creative, though.
Or will they be nightmares?