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Week 10 : Oculus Launch Pad 2018 - Due Sep 10 @ 11am PST

Anonymous
Not applicable
Remember there was no required blogpost in Week #9. Hope you enjoyed the break! Let us know what you've been up to
60 REPLIES 60

MichaelAdrian
Protege
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IT'S A
 WRAP
As much as I wanted to be on the Friday the 7th call I had a more pressing item I had to complete... principal photography. After we shot a few scenes on green screen on August 31st we had the 7th, 8th and 9th to complete everything else.

Getting a house that could serve as housing for some of us as well as the location for 3 different scenes was a Godsend. Scheduling went well and we knocked out the night scene on the 7th and the remaining items on the 8th and 9th. We ran into a few glitches like hot to shoot a reflection in a picture with a 360 camera (Insta 360 Pro) without getting the camera's reflection and still show the big reveal of the story. Thankfully myself the and the great team I put together find on the spot problem solving one of the beautiful things about filmmaking as it yields amazingly creative solutions. 

The goal now is to have a rough cut together by this Wednesday, the 12th, so that sound design, composer, 3D Modeler and UNITY developer can all begin mapping in their contributions to the prototype while a higher res, with transitions, and opening is worked on. We (all 14 of us) are excited to show you guys and the world this narrative film/VR experience hybrid.

shayao
Explorer
blog post #10

This week we realized that time is ticking, and we decided to purchase some extra assets in the store for use instead of building everything from the scratch. It's actually a much better solution for newly develope VR games to start with. We are able to spend less money on arts in the beginning, and we are able to fasten the speed working on interactions.
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We also reviewed the interaction parts we are planning to work on with UX designer and received a few good advice. We put a script together and decided to add some animations to guild the player how to make those interactions. We are hiring animators to help us work on the prototype.

Anonymous
Not applicable
Hello, all. Well, I've been very busy for the last few weeks and am a little too tired to organize my thoughts. Reception to the concept of the prototype at PAX Dev and PAX West was favorable, but it definitely needs work, and I'll be scrambling to get whatever I can done before I'm off again to Oculus Connect. It's exhausting but I'm quite happy to be getting a VR game done. I'm learning from trial and error about how to lead the player subtly, because an immersive experience can't be jarring or bewildering. My goal was for the controls to be found by experiment and discovery by the player. Refining that (as well as the physics) so that the player isn't lost or startled, but merely pleasantly surprised, is my current endeavor. I look forward to seeing many of you again soon at OC5 and sharing about our processes!

microwavesam
Explorer
Hi all, I feel like my group has been making slow progress last few weeks as we try to figure out what works, but I'm hopeful to turn it around for the final few weeks.

https://youtu.be/w8GihOJBJ7o

sherveenuduwana
Explorer
Heading into this week, I'm feeling a little frustrated at my current progress. I've lost a lot of weekends and energy due to family emergencies recently, which is when I'm able to do the lion's share of work. Which is part of the deal when you have responsibilities to other people. I made a strategic use to miss my free blog post two weeks ago, and the break was much appreciated. I definitely spent too much time working on the movement mechanic (I'm going to finish everything else before looping back to that). Still I'm going to hopefully be able to sit down and jam out everything I want this week for the prototype review, which is mostly content and system stuff (tracking resources, UI, puzzles, dialogue). Thankfully, I always like to leave some padding in my schedule to allow for things to explode now and then. I'll definitely be using it.

I did recently get around to playing Not Tonight, where you are an immigrant bouncer in post-Brexit UK. I felt it was important to check out considering they're trying to do a lot of things outside of VR that I want to hit with my piece.
Image result for not tonight
I really enjoyed the tone, which was funny and goofy while never holding back from its depressing context. I felt like the interactions and UI hit just the right feeling of being slightly overwhelmed, and I definitely took notes!
Image result for not tonight
A lot of reviews complained that it was like Papers Please but political, which I found  odd, since Papers Please is incredibly political, but I think the reaction comes from the game being set in post-Brexit UK, which feels closer to the player than a fictional soviet country. This reinforces my perception that there need to be more pieces that highlight the struggles immigrants are going through without distancing itself from the US. There needs to be American Flag in view so people know that these are problems happening on US soil, and we can't ignore them.

madomfeh
Protege
This week I solidified methodology of the puzzle.
The Physical part of the Rube-Goldberg will be sectioned into pieces of the instrumental of the song to be played at the puzzle's completion. Some parts of the Instrumental will be out of order as well as certain parts of the Rube-Goldberg. The players task will be to organize this in the proper method, a creative process which will serve as the "Turing test" of the story.

Goldberg Example:

https://youtu.be/_Blox56lBxk

 The next steps would be to assign the Wav file to each section as well as give this a reset ability. The player will be given 2 – 3 chances to correctly answer the puzzle or receive negative feedback.  

Russian_Nun
Protege

Devblog #10


Project Title: Kitten Justice

Type: VR Game

Genre: Comedy/Sci-Fi


After that I received a review, I reviewed a lot of things in the game and updated the script. I added more detailed on the story, characters, gave them more unique details. Working on upgrading reward system, which would allowing to upgrade player’s weapons and spaceship.



Also I was focusing on the 3d models some of the characters to make them more interesting and prepare for the animation.


To speed up workflow on the project I have delegated part of the modeling work to the freelancer. He has already done part of the work and I'm happy with the result.  I’m assuming we’ll finish with the 3d assets in the next 2 weeks. And also I hired animator Julian, who’s working on the animation of the characters. Meanwhile Troy is  working on the mechanics for the game.


One of the questions I'm more concerned is the locomotion in the game. One of the stages in the game, the player will have to shoot and control the ship at the same time. I’m going to figure out what the best way to do this.


I’m incredibly grateful for this project, I’ve learned so much and still learning.

Best,
Sasha Alexandra

NeildaLikeZelda
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Neilda Pacquing
OLP18: Week 10
Project Title: EmpowHER VR
Type: VR Experience
Genre: Social Impact, Training


Hi everyone and happy to share our progress since our last blog post. I want to share a few updates regarding app speed and progress from my previous to-do list.

A few weeks ago, I commented on our app moving at 43 FPS. After working with my 3D artist to simplify the environments, there still wasn’t any change regarding speed, so I investigated a bit further. It turns out that it was my computer! I have an Alienware 15 1060 laptop that’s almost two years old. I had to make a lot of updates on it and even reboot. My computer improved to run about 76 FPS with a simple object after that. It’s still not much, but it is an improvement. I ended up getting a new 1070 MSI laptop so that I didn’t have to worry about for the rest of the project.

In regards to my to-do list from the last post, I finished creating all the UI needed for the experience in addition to splitting up the Boundary Setting section from the Situational Awareness. I created two UI’s for the Voice Self-Defense module with one UI showing self-defense phrases and one UI showing positive phrases. Right now, the two interactions take place in the same scene, but we’ll separate for simplicity. For the transition, we’ll be shifting from having the user go directly to the next module after each module’s completion to going back to the Main Menu.

This week’s to-do list:

  • Create a list of changes for the developer

  • Pass along the UI for the developer to implement


Cheers,
Neilda

Oculus ID: NeildaLikeZelda
Instagram/Twitter: @NeildaLikeZelda
Email: neilda.pacquing@gmail.com
Website: neilda.com

Kaley_Cho
Protege

WEEK 10


Engineering

  • Added a heads up display for the players to look at the controls/instructions

Art

  • Modeled/Rigged/Textured Admin

  • Admin animation blocking for SC02: Cubic Tunnels

  • Modeled/Textured street signs for SC04: Rainy Lands

  • Completed Loxa and Quama animations for SC03: Aqua Jungle

  • Modeled Flying Fish

  • Added completed models and textures to the build

  • Modeled castle for SC03: Aqua Jungle


I’ll keep it short today since I’m quite busy from school at the moment. For the past two weeks, we focused on finishing up the art for our experience so that we can mainly work on the engineering for the remaining time. I’ve completed making our last character, Admin, for animation and our animator has started blocking out the animations for SC02. Our 3D artists modeled a castle for SC03: Aqua Jungle and street signs for SC04: Rainy Lands and an additional character, Flying Fish. I’ve finally added all the completed models and textures into the game and the visuals are looking a lot more polished now!


beachdaystudios
Protege






Week 10 / Dev Blog Post


We have been busy
adding many new elements this week and we're looking forward to submitting our
prototype for technical feedback.


The mid-point feedback was super helpful and greatly appreciated! Thank you to the entire LaunchPad Team!  🙂



 



We've had some more encouraging
developments with our project this week.



 



A statewide school
in Oregon is "very excited" about adding our project to their
curriculum in 2019. They have reviewed it with their administrative team and
are looking forward to offering it next year to their students.



 



It is motivating to
have the first school we reach out to so positive. They were able to easily see the potential
for their student's development even though they do not offer VR as part of
their curriculum… yet.



 



Yay for VR in
education!



 



This is the
beginning!



 



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Week 10 - Improving Art & Design




  • Graphic design work

  • Polishing models and art
  • Improved player progression

  • Added a few new models
  • More user
    testing and feedback










Keith Patterson


BeachDayStudios.com

"Have a Beach-Tastic Week!"