This is going to be a short post this week since I'm on vacation in Colorado. I made good progress on the prototype the past few weeks including finishing the mail delivery and stamp systems, getting in custom hands (leaves!), adding a new inchworm character, and bug fixing. I also looked at performance and it seems like everything is running well so far.
Since we have a little extra time now I'm going to try and add the house upgrade system, which would complete the full game loop of the game, allowing you to upgrade your home from the money made making deliveries. That will be the last new content I add to the prototype, and I'll then start to focus heavily on bug fixing, polish and marketing before the final submission.
It's been a really emotionally crazy couple of weeks! I was getting really down on my project and finding it hard to stay focused and motivated. Part of it was just the fact it's been a long time since I've actually been able to see much new content in my game, as I've been writing tools and figuring out stuff in Unity. The other part was just that a crucial scene in my game wasn't landing, and a part of me deep down knew it but wasn't yet ready to accept it.
BUT THEN! We got our mid-point check-in feedback, and there was something in mine generally about tone that was helpful, as it forced me to ask myself some questions and get specific about what exactly the tone should be... and following that train of thought lead me to figure out what was broken about the scene that wasn't working and how to fix it. The solve is actually really exciting and I'll post about it next week!
I also finished implementing three whole sequences in my game, one involving voice recognition, one involving a camera. So now a solid couple of minutes are playable and as of tonight my spirits are way back up. I hope I can ride this train all the way to the finish line.
Met with coding and UI/UX design team - itʻs coming along nicely. Iʻll be in the UK and then Iparralde (Northern Basque country) for the next few weeks, I leave Tuesday evening. [So much jetlag on Wednesday...] Part of our brainstorming this week was to make sure I can check out the builds while on the go (and on the Go ;). Sound is coming along slowly - but the chants are so important, weʻre giving them the extra time to happen. Itʻs nice to have Indigenous programmers who get why that might take longer and why it matters - we mapped out what else could be changed/pushed up.
As silly as it sounds - the name has been a struggle. Iʻm usually pretty quick with fun/playful mnames and titles - but this one has taken longer. Seems like itʻs down to submerge or (re)surface. Most votes thus far for submerge...let me know what you think.
For Havana 2046, I finally have a Quill Flying Car Sequence I'm satisfied with right now! Whoot whoot! I'll need to play around with color & lighting. For rendering and performance purposes, I'm likely going to pre-bake this and make this a 360 animated experience, since Quill is very poly-heavy.
As my previous background is in city planning, drawing buildings will become super natural to me as I rapidly create assets fast. Can't wait to show others this week.
Regarding VR Tropicana Realidad with awesome Launch Pad Fellow, Marlon Fuentes, Jennie Mcguirk, and our developer Guillmero Lemus, I've had the happy opportunity to paint some Quill characters, and then upload them on Mixamo.
Unity's Humanoid Avatar System is going to make it significantly easier to find shortcuts in making animations for our piece!
I really am a big fan of the first vignette, the Different Ways of Sleeping in the Mexico City Metro, which was written by Marlon's father.
The first way is to stand up like the body of Christ, where your arms are stretched out on the subway handlers, while your legs are spread out and your head is bent downwards:
A lot of this experience has taught us how to work under really tight deadlines. We're all playing multiple hats, haha. I've done character animation, environment design, and to a certain extent, producing. Regardless of the result of the program, I'm incredibly grateful that we've all grown so fast!
For our second scene, Chapultepec Park, we have a very good Quill asset to work with.
We're going to levarage Google Poly Assets, for many of our props, and optimize the use of our sound design for our piece.
These 2 weeks were very intensive because I decided to pivot after the feedback and am now working on a new game. I was considering it at the beginning but decided to select working on my pet project because of some reasons. Now I see an opportunity to work on it. It’s an experience based on Russian Folklore Fairy Tales. I won’t write much today to save more time for actual work but can share that the research is done, the script is written, the art and style selected (it will be based on Russian artist Bilibin - I will talk about it in my submission document in details), concept and 3D art in progress as well as the prototype and music.
More to write next week! So much looking forward to this week, feeling really inspired and am determined to make a lot of progress. Few pictures of the proposed style are below
The last few days have gone to cooking the game off and testing. I was having trouble with building the lighting on one level, so I had to move everything over, so I migrated all my files to a new project to clean everything up. I almost have all the bugs out from that, but my GroundArms are having trouble spawning. I wasn't happy with the grabbing mechanics, so I redid them, and learned a new feature in unreal (blueprint interfaces). I also started building the boss level, no uv maps yet, but I'm hoping to get a few in before the competition is over. Nikko also finished his music for me this week, and it suits the game really well, I put the title song in, and will start working on the rest next week. I'm having trouble finding people to test, I'm hoping to get some people from Regina out here next weekend to try it. We've also started putting thought into how we would market this game, and we're still trying to think of some good ways to add diversity into our game, and we have a few ideas cooked up. I'm just uploading my current build right now, hopefully you guys like it!
September kicks off back-to-school & I've been swamped setting up afterschool VR programs in the SF Bay area. My startup aims to not only create VR content but to also create pipelines for students in underrepresented areas that may have an interest in the VR field.
Each week students take two VR field trips while learning about 360 filmmaking & Unity.
No vLog this week. Sort of been trying to find a new place to live, but that's not anything to do with the progress of Blue Yonder Falls.
Mainly, I've been focused on the story or scripted cinematics. So far, I just know the arcs I was going to hit, but these two weeks has been on the fleshing out the beats. I got a pretty solid start where it's subtly giving the underlining theme in what I'm hoping is a upbeat story that has an melancholy undertone. I'll attach a copy of the script below, I would love some feedback on initial thoughts. I do feel it needs to be simple, and I hope I did that.
When acting out the story, I'm going to audio book it where I will be the voice... just for the prototype. I will be able to find some proper actors later once there's a budget for it.
I was able to order some equipment for motion capture and it will be coming in tomorrow. I'm really excited to see how well the workflow will be after that. Mainly it will be used for cinematic, but it can be used for ingame entities. I'll upload a video on that later later, but mid week. Hopefully, if everything works out it will be a resource I can share. We'll see.
Project Locomoto Development Blog #11: Finding Conviction
Hello Launchpad,
To be frank, this past week I've faced a crisis of direction. None of my prototypes are working out based on my user tests. I'm having difficulty locking myself down to one path. I keep trying new paths and I keep getting disappointed. Here's a short video of my most recent prototype, where I attempt a new gameplay direction:
It was clear from hearing people's feedback that this direction is not valid. Honestly, I'm running out of inspiration, and it seems like all of the attempts I spent them on have failed. I rant further in this week's medium post: https://medium.com/@projectlocomoto/developer-blog-11-finding-conviction-9a27aca811d0