07-25-2017 11:08 AM
07-30-2017 10:43 AM
07-30-2017 11:59 AM
07-30-2017 12:47 PM
07-30-2017 01:14 PM
Week 6 Oculus Launch
Pad, Shayna Skolnik
This week has been incredibly productive despite the fact
that I was on travel at yet another conference, this time the Earth Science
Information Partners (ESIP) summer meeting in Bloomington, Indiana where I
presented VR/AR for Science and the VR study that I did for NASA.
Fernando worked on stitching the 360 footage that we took in
Delaware and we ended up with about 45 seconds of usable clips. I’m reworking
the script to include more data and maps to see if that makes the piece work
without having to film more. At least for the demo, it should be sufficient as I want
the finished piece to be 60-90 seconds.
Adam and I also continued to work on the menu interface for
the app. As noted in the Oculus group, Unity's new video player component can
now be used to render to a texture that the skybox uses, creating a great and
simpler way to play 360 videos. I switched to this method, and appreciate how
much simpler it made the project, and the fact that it has less distortion than
the inside-out sphere method.
The next step was to test this method on the Gear VR
platform. We were having some trouble getting the project to build to android,
however this turned out to be an outdated Java SDK. The video plays fine now.
Previously we were using textures on meshes for menu objects
to give them a curved appearance. Adam had high hopes for the CurvedUI Unity
plugin as a way to replace this with a system that has the same look but uses
Unity's native UI canvas system, but so far it's not working. We are going to
contact the developer.
Since I was at ESIP, I also had the chance to network with a
lot of data scientists and practitioners (NOAA, NASA, USGS, many universities, etc.) and get new leads for where to find
data that will work for the sea level rise component. This coming week will be
a lot of follow-up and research to make sure that the science and data
component is “right” before we start any animation sequences and integrating
them with the 360 video clips.
07-30-2017 01:39 PM
We worked on updating the Start Screen by creating a
bulletin, a train station depot, and some foliage. I was really inspired by
using a sphere with inverted normals, like the 360 video technique Sarah from
Unity showed us during Launchpad. Thus, I created my own sphere (with a flat
top and bottom) and created a mountain range background in Illustrator. When I
put it in the scene, I couldn’t decide if I liked it or if I wanted to create
some 3D mountains.
We also added randomizing faces logic. When the scene loads,
the passengers will have randomized personality that determines their face
texture. As the tension in the train increases, their faces become less content
and change to progressively more irritable expressions. Basically, everyone
will get mad if you don’t clean up the vermin or remove stowaways.
Additionally, we added nine hats to add to the uniqueness of
each passenger. With the hats working as a proof of concept, we liked its
execution enough to work on neckwear such as scarves, neckties, and a few other
accessories. Below is a screenshot of the hats and a further down is a GIF of the passengers
wearing the hats in a scene.
Additionally, we added new logic for passengers to show
their train ticket, resolving a passenger’s anxiety to have their ticket
checked. If a passenger doesn’t have a ticket, they are a stowaway and must be
kicked off the train. We added the logic for stowaways, so when they don’t have
a ticket, you can grab them and kick them off the train. This adds to the set
of tasks the player must complete to provide a satisfactory ride for the
passengers.
Since you will need to toss out the vermin in order to make
the passengers happy, I added animations to the doors and windows. When you
click on a door or window, they will slide open, stay open for a little bit,
then slide close automatically.
I want to focus on getting the game in the VR headset next
week, so we can begin testing in the production environment. We’re pretty
satisfied with our testing the mechanics against the test environment, because
they provide a loop of gameplay that the player can continually satisfy until
the end session.
07-30-2017 02:13 PM
Some weeks are fun, and some weeks are rough. You have to be ready to modulate emotions when things go poorly, and not to rest on your laurels when you are winning. This week presented a good opportunity for reflection on the state of our game.
As many readers will know, my team set out with a ambitious vision to complete within 3 months. We were going to create a 2v2 team based multiplayer game in VR, inspired by MOBAs and recent shooters like Overwatch. Last week we had our first playtest with members of the Oculus Developer Strategy team. We uploaded our prototype to the Oculus Store (word of advice, don't wait until the submission deadline to upload your build, the build process takes some getting used to).
The demo gods were not kind to us on Thursday. Bugs that we had never seen before began to surface. The game started crashing for the dev rel team, and we spent the first 25 minutes of the call trying to get everyone setup and running properly. After that, the dev relations team only took 5 minutes to test our prototype before we were asked to go back to the drawing board and keep working on it. Looking at it from a third person perspective, it made logical sense for them to give us that feedback, but it still stung since we had worked so hard on it.
Never take anything personally. With every negative piece of feedback, you gather valuable nuggets of data to improve your next experience. We've already taken steps to improve stability, and their feedback has absolutely shuffled our roadmap priorities. Stability, aesthetic, and easy of learning are going to be a large part of our final push in the last month and a half of the program.
We're eager to prove to the developer relations team that we can release a polished, fun demo before the end of Launchpad, and look forward to our next test with them.
In the midst of all that, I am proud of what our team did to pull off the test. We got our bases textured up in our main level, and it is already making a big difference in the aesthetic feel of the game. All of our core mechanics and multiplayer components are now in place. We'll have demo and gameplay footage for you guys to see soon!
Below is some in editor footage of our base and our lobby scene to tide you guys over until you see the actual multiplayer gameplay :).
Textured Base -- still need to add lightmaps and normals.
Dark Lobby with view of Sky
07-30-2017 02:31 PM
07-30-2017 03:40 PM
This post is also published on my blog.
Week 6 marks the halfway point of the Oculus Launch Pad program. The cohort of 100 participants to this 2017 edition has until September 10, 2017, to deliver their prototype to compete for funding. In my case, things are slightly different, since I am no longer eligible for funding (check out Week 5’s blog post to find out why). So technically, I am not tied by this deadline. But I still want to make the most of the program and welcome a deadline to help me move things along. I even decided to move my own deadline forward! Well, I am going on vacation on August 23 and realistically I won’t be able to do any work during my travels. This means that my own personal deadline is August 22 and I only have 23 days left to complete and submit my prototype! That’s tight, but doable.
More updates next week! Thanks for reading!
07-30-2017 03:45 PM
07-30-2017 03:52 PM