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Week 11 : Oculus Launch Pad 2018 - Due Sep 17 @ 11am PST

Anonymous
Not applicable
New Final Submission Date announced - October 7th at 11amPST. 
56 REPLIES 56

CourtsideXperie
Protege
Hey OLP,

I have been trying to get home to Raleigh, NC and am currently driving through the rain since my flight did not feel safe to go on Saturday and the train was cancelled. I hope everyone is safe! 

Our project is coming along. I will post some footage and pictures soon. 

Thanks,

Rashad 

Anonymous
Not applicable
Week 11, (Sorry we posted this late)

This week we finished putting in our sound track and VO, and almost everything else is ready to go. 
We are currently putting a few texts in the beginning of the build and was wondering if anyone have suggestion on what fonts to use? 

Please let us know if you have any idea! 
Thanks 🙂  

ladykillmonger
Explorer
Project: facadeVR
Name(s): Jasmine Roberts, Katherine Mimnaugh and Kanu Jason Kanu
Device: Oculus Go (multiplayer) 

This has been an extremely tense last week for me personally. I am used to juggling many different tasks but this week was very overwhelming. There were too many deliverables to get accomplished both at work and on this project. 

Currently, I am working on optimizing the game in terms of graphics and shaders. I have also had to adjust the pivot points of a lot of the assets to have them ready to be in play mode. 

I collected a repository of sounds for the prototype for feedback of user interactions. 

I think the most important thing I needed to remember is that this is a ultimately a prototype, so I shouldn't be expecting perfect fidelity because realistically speaking it won't be feasible. However with a few more months of development is will be possible. 

I am really enjoying the game mechanics and the puzzle/brain teaser aspect of the experience because I feel is resonates across several user bases. 

Jarrod84
Protege
Sorry for being late, I was up pretty late uploading a build and I totally forgot what day it was.  I've just been working on polishing things up for the final submission with art and bugs.  I added in all the sounds we have ready this week as well.  All the levels are basically built, so it'll just be a rush to polish things up, and get the concept art and proposal finished before the 7th.  Also got some playtester feedback this week, so I tweaked the game a bit from the feedback I received.
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thatmiddlechild
Explorer
First draft finished, at least for the film part! Such a relief to have that down and now I can dive deep into editing. This is going to be a challenge trying to hide the camera and other technicalities, but my Visual FX lead has taken it over. I'm excited to now work on the interactive feature. I'm still very very green with Unity, so we'll see how this goes.

doubleeye
Protege

Week 11



For personal reasons this week I could not post our
progress. On my immediate return from California I dealt with some emotional,
unexpected moments. I am sad to have missed this posting but it was a very
emotional week. I will gather strength to get back up again for next week.

Atley
Protege

Title

Trying To Laugh At This


Gameplay

I wanted the gameplay of fighting a “Fear” to feel like wrestling a witch -- a physical way lasso a large opponent that resists form.  



I found a weapon with multiple weights more interesting.  (I later learned this imitates the South American bolas.) The absence of centripetal force and the spring joint connecting the weights make powering and aiming the weapon a challenge.  Aim is all about timing when you let go.


I was grateful to discover this, because I’ve found that learning when to let go is an important step in overcoming trauma -- the core theme of Trying To Laugh At This.



I focused the gameplay on timing and pacing pull and release of triggers.



Character Design

Crafting characters out of particles is a ways off for me.  I looked to other ways of making characters feel like fluid compositions of shared materials.


Writing to the alpha channel with volumetric lighting helped to tie the scene together.  This outline could be used as ui to guide player focus.


This opponent is comprised of objects that convey “home” to me.  From afar, it’s scary. But up close, it’s sad. Maybe this is another way to reward perception with story.