A new development video has been released by the Sightline team demonstrating a frankly mind-bending but fascinating twist on first person shooter mechanics.

How do you design a fight system for a game that has few constant’s in it’s gameworld? Being adept at traditional first person shooter games usually requires that you know where and what your enemy is, even when you’re not necessarily looking in it’s direction. Sightline, with it’s decidedly fluid depiction of reality (every time you look away, looking back changes the scene) poses some challenges for the developers — primarily, how do you fight in a world where things are constantly changing?

The new video from the Sightline developer team has some smart answers to the question. Check out the video above to see what they came up with.

The Sightline Indiegogo campaign is still ongoing, currently the project is just over 20% funded with 18 days of the campaign left to run. Check out the project page here. Also, help the team get Greenlit on Steam here.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.
  • Curtrock

    This is seriously, one of the best VR implementations I’ve seen, so far. Reminiscent of the “Lawnmower Man” style of graphics, that hooked me way back when….. This serves to remind us that you don’t need photo-realistic style graphics to make a compelling VR experience. All you need are some basic primitive shapes, some VR telekinetic ability, and a creative DEV, like this guy. Would take much graphical horsepower to render this with an HMD that had a system-on-a-chip. Frame rate looks really solid, too. Bravo, Sightline.

    • Curtrock

      “Wouldn’t take much graphical horsepower” is what I meant…..thank you again, stupid spell check…grrrrrrr

  • Martin Huber

    Those combat mechanic ideas are great, I really like the look and feel :)
    I still don’t know how combat fits in there based on the VRjam experience, but nevertheless, this game MUST be made… please support it!