I Turned PACMAN into a VR HORROR GAME

Code Bullet19 minutes read

Pac-Man is reimagined as a VR horror game with added walls, ghosts with different behaviors, and unique sounds. The text details the process of creating the game, including challenges faced with motion sickness in VR development.

Insights

  • Turning Pac-Man into a VR horror game involves adding walls for gameplay enhancement, changing the aesthetic to a science lab vibe, introducing unique ghosts with varied behaviors, and implementing different gameplay elements like dots and power dots.
  • The text highlights the successful creation of a 3D version of Pac-Man transitioning into VR development, facing challenges with motion sickness, planning a death scene inspired by Dragon Ball Z, and incorporating a challenging segment akin to the FitnessGram Pacer Test, while also mentioning sponsorship by brilliant.org for interactive learning in math and computer science.

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Recent questions

  • How is Pac-Man transformed into a VR horror game?

    By changing the aesthetic, adding walls, and introducing ghosts.

  • What challenges did the developer face during VR development?

    Motion sickness and delays in development.

  • What elements are implemented in the VR horror game?

    Dots, power dots, and frightened mode for ghosts.

  • How does the game induce fear and discomfort in players?

    Through a death scene inspired by Dragon Ball Z and challenging segments.

  • What sponsorship opportunity is mentioned in the text?

    Sponsorship by brilliant.org for interactive learning in math and computer science.

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Summary

00:00

"Transforming Pac-Man into VR Horror"

  • Pac-Man is considered a classic game that still holds up today.
  • The text criticizes Pac-Man for lacking horror elements and suggests turning it into a VR horror game.
  • The process involves using Unity to create the game without much effort.
  • Walls are added to enhance the gameplay, requiring pixel math for proper alignment.
  • The game's aesthetic is changed to a blue grid with fog and a flashlight for a retro science lab vibe.
  • Ghosts are introduced with different personalities and behaviors, including targeting the player and each other.
  • The ghosts' AI includes hunt, scatter, and frightened modes to create suspense and tension.
  • Each ghost is given a unique sound to indicate their presence and actions in the game.
  • Gameplay elements like dots, power dots, and frightened mode for ghosts are implemented.
  • The text concludes with the successful creation of a 3D version of the game and a transition to VR development.

13:29

"VR developer faces delays due to sickness"

  • The developer faced challenges with motion sickness while working on a VR project, leading to delays in development.
  • A death scene involving the player watching a live-action remake of Dragon Ball Z is planned to induce fear and discomfort.
  • The game includes a challenging segment inspired by the FitnessGram Pacer Test, progressively increasing in difficulty.
  • Sponsorship by brilliant.org is mentioned, offering interactive learning in math and computer science for game development, with a discount available for viewers.
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