Inspiration
We started with the idea of creating a very simple, fun, easy to play table-top game to introduce to new people to the Meta Quest 3: A game for non-gamers.
To ease them in, we wanted our game to include:
- passthrough (to reduce overwhelm of VR)
- handtracking (to eliminate the controllers learning curve)
- multiplayer (to have the reassurance of another person being there)
- very simple actions and game rules (so it’s easy to get started and into a natural flow)
From here we ideated and settled on a casual and social, picking and throwing action game involving 2 elements - fire and water.
What it does
2 players enter: 1 is water. 1 is fire. In a fire-and-water-flinging showdown, each player picks up their element ball and throws it into the opposing element’s pool. As many as they can, as fast as they can…before the pool shrinks and disappears. The winner with the most successful throws, is revealed by the whole room filling up with their winning element.
How we built it
Our game was built in Unity with the Meta Presence Platform. In game assets were made in Unity.
Challenges we ran into
The multiplayer presented the most challenges for us with shared spatial anchors.
Accomplishments that we're proud of
We have really progressed a lot from our first day and relished the opportunity to learn and implement our new skills.
What we learned
We learnt a lot of new Unity skills and really benefited from the support of the mentors - the Meta, Photon and Unity mentors really helped us in developing our project and learning new skills.
What's next for Elemental Clash
We would like to bring in additional levels and storytelling and introduce other elements, like wind, too.
Built With
- metapresenceplatform
- quest3
- questionpro

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