SightLine is currently being rebuilt from ground up. The prototype was put together very quickly, so it's very messy, which is why I've been working on...
Our universe is volatile. Anything can be happening in places you're not observing. But laws of physics ensure, that whenever you look back, everything will be nice and consistent. In this game, laws of physics are broken. The moment you look away... anything can change. The moment an object leaves your line of sight, it can vanish or change into something else. Will you make sense of this unstable world and use the volatile nature of the environment to your advantage, to solve puzzles and get to the end? Sightline is an environmental action/puzzle game prototype made specifically for Oculus Rift VR jam and 3rd place winner!
Apologies for being quiet for a while. We're working hard on a new SightLine - the actual game - to have something new to show you.
The playable demo is not yet ready, but here's a small peek: Fighting with the SightLine mechanics!
Defeating enemies in the world of SightLine can be really tricky, especially if they actively try to run out of your field of vision so they change into a form that's immune to your current weapon! And this is just the beginning! :)
The IndieGogo is still running, with one fifth funded. Help us fund the rest and pledge if you haven't, share and comment! Without you this project can't happen!
And thank you all for the support so far!
Latest tweets from @frooxius
Just got a new album, finally found something I could call "sci-fi metal" :)... T.co
Jul 11 2014, 5:49pm
Today at #oculus on Freenode: Goggulus Rift
Jul 1 2014, 5:56pm
Jun 28 2014, 8:03pm
@conellwuff return new SnugStream(SnugStreamFlag.Bidirectional | SnugStreamFlag.ExtraFuzzy);
Jun 14 2014, 8:34pm
@conellwuff Might be a side effect of server load + realtime database (retrieves data fast, but can ignore skip bunch of records at time)
Jun 14 2014, 6:31pm
I just got decoding, demosaicking and displaying of RAW data from 4K camera sensor working in real time at 70 FPS with OpenCL. Oh yeah! 8)
Jun 14 2014, 6:28pm