Player Experience

⬩➤ A short, but sweet, mixed reality experience that is one small, but achievable step towards the dream of real life in person “raids”, where players come together to fight enemies. Let’s leave the player feeling like “there is potential here in mixed reality”, “I wish they would flesh this out”, and “wouldn’t it be cool if I could play this game with friends”. There is potential here to stay together and make the next achievable game on that journey.

⬩➤ Challenging combat that invites the player to learn and master a fairly deep toolkit. This really depends on how big of a task the simple fundamentals of mixed reality combat turn out to be. I would be happy to simply be able to shoot enemies. The greater goal is for the player to a enjoy a sense of skill-based progression mostly missing from mixed reality so far (more details below).


Combat

⬩➤ MVP: The absolute simplest form of Mixed Reality combat. Floating enemies appear in one’s space without awareness of surroundings (no play-space meshing).

⬩➤ Stretch: Mixed Reality combat where enemies walk on, avoid, and are occluded by the player’s environment. A viable middle-ground in complexity is to have enemies attack through a portal in the wall.


⬩➤ MVP: Projectiles are launched from the player’s controller, simply using the trigger button. Some basic form of resource management.

⬩➤ Stretch: Abilities of various types are launched from the player’s left hand, triggered by the right controller. Up to 3 hotkeyed abilities at a time (A, B, Trigger). Swap between multiple sets of 3 by using joystick as a radial selector (instant, no menu). Cooldowns of active abilities are displayed in a diegetic menu attached to the right controller.

Essentially, create the fun of deep MMORPG-style combat in a mixed reality setting. The player will manage resources, cooldowns, and buffs and be challenged to master their toolkit. Reference: https://www.youtube.com/watch?v=DsB3Pp_jjKY