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Week 7 : Oculus Launch Pad 2018 - Due Aug 20 @ 11am PST

Anonymous
Not applicable
You've made it this far - the team internally are looking through all of the MidCheck In s and they are looking great. A few trends are lots of you thought out budget really well and exploring multiplayer! We are getting excited 🙂 
100 REPLIES 100

SkyeShark
Explorer
This is the week I head out to the real desert! I leave on the 18th and I've modified some stuff on a vacation I was already going on to add more destinations relevant to Stay Hydrated and make sure that I can get lots of good photogrammetry data! Ideally I would like to send my photogrammetry person out herself at some point, but for now I'm hoping to get a decent amount of stuff to be used in the game --- next weeks update I'll be showing off some of the imagery I've gotten... but for this week I was just finishing up some important player items for my Unreal Dev/Tech artist to use in the implementation of some basic gameplay mechanics! Also we finally got some of those rocks that were processed from a small amount of location-based photography that we had already into the engine!

Here's a look at the players cell phone (me) and some of the rocks (photogrammetry lead)!





shashkes
Protege
this week we made changes based on playtesting and started a new round of testing. we recorded a first time VR user trying EMOVJI! Happy to say she loved it and understood the ui very fast!

shashkes
Protege
please ignore was having problem posting and then 2 posts appeared!

thatmiddlechild
Explorer
Made it to the midpoint! I had to make a lot of changes right before the submission, but was able to pull my team and a look together in time. Can't wait to film soon and start editing the pilot together based on the feedback from the midpoint check in. I'm still unsure about the musical aspect and how to interlace 3 different "dimensions" through sound. The sound compilation and sound design are definitely the newest challenges alongside learning basic Unity. I was feeling kind of lost in the earlier weeks, but I feel I have now found my step and it's all falling into place. I look forward to putting all the pieces of the puzzle together, just trying to remember to not get overwhelmed and stay on task.
Cheers to a productive week!

aa_lique
Protege
7th week- 082018

This week’s Goals:
- Made up for lost time: build build build. Working on environment and layout elements: Adjusting the model in Maya
- Worked on the art!!!
- Submitted midPt-submission
- Updated website/blog
- Building out the levels
- Work: lighting, textures
- !!Still refining the mechanics: navigation and testing on GO!!
- Begin working w/Unity dev for FX w/shaders for character and objects

With the MidPoint Check document and website set-up submitted, it was all focus on the environment.
I will need some tutorials or technical advice for some of the mechanics I want to employ,.
  1. Having challenges with orienting waypoints
  2. Need to develop the Pt&Clicks for the interactions and the animations
I am liking where the textures and the overall look and feel are going. Keeping the style art-oriented, I am developing my style in Photoshop. Had a lot of options but I’ve found the style I like, almost by accident of course.

RE: Uploading to Oculus.
It’s time to consider finding help due to last year’s trouble uploading to store. Need to find someone to help ahead of time, just in case may need it again this year.

Next Week's Goals:
- [ ] Working on environment and layout elements:
- [ ] Work continues: lighting, textures
- [ ] !!PICKUP the pace on the mechanics: navigation and testing on GO
   
  1. - Point&Click animations and interactions
   
  2. - Orienting waypoints to face forward or in right direction
   
  3. - Waypoints that lead to next scene
- [ ] Working on the art!!!
- [ ] Edit audio files and add to environment
- [ ] Edit movie textures and add
- [ ] Still want to check out Vector shaders
- [ ] Working w/Unity dev for FX w/shaders for character and objects
- [ ] Need to develop UI, splash screen,
- [ ] Need to find someone to stand-by for help with uploading to the Oculus store
- [ ] Get ready for testing in next week






Anonymous
Not applicable

VR SeaLegs : Week 7

Project status:

This week we integrate Unity’s event system into a 3rd party dialogue system. This allows us to run unity events based on dialogue nodes. We added sample dialogue interactions, more art, and a few sound effects to the Seaside Town.

8n1ylk0xdm7t.gif
One quîche

On a personal note, I have a real problem with sharks, which is to say that I really, really love them, and I hope you will too after you play with Chomp! We added interactions, adjusted the movement style, and added prototype art for the sharks on your arms. The sharks aren’t even animated and it’s beyond fun to just run around mouthing everything...see for yourself:

wym5j0nl23b5.gifSeriously, we are making this.

Methodology:

There is no universal VR movement that works for every situation.  Every movement type has its own strengths and weaknesses and should be applied to a game or experience based on the best fit for playstyle, immersion, and fun.

VR Sea Legs will expose players to a large variety of movement styles because the longer someone plays in VR, the more comfortable they become.

The methodology in a nutshell is: Learn, use, reinforce, acclimate.

a1xax5lpeod9.jpg

Content Unlocked!

This week starts our more specialized movement systems: hand-guided flight and rubber-band flight.

Shadows of the Vault uses our rubber-band system. Hand-guided flight is all about speed, while rubber-band’s big strength is its precision. Vault’s gameplay focuses on exploration and puzzle solving: The player is a hovering wisp, and rubber-band reinforces this floating feeling, combining it with the fun of flying short distances.

Shadows takes place in a mystical forest; you have grounds and trees. Flying in a grounded world can increase our general lack of ease in the game - being high above the visible ground makes you feel like you might fall. Rubber-band reduces this issue by giving the player fine control, with substantial speed and accuracy.

Purrtropolis is a god game where your primary mission is converting a city into a cat heaven. This uses a “drag flight” mechanic. Drag movement works by reaching out with your hand, grabbing the world, and pulling yourself in the direction you want.

phdaznv8vcvh.gifDrag Movement in action

This is natural and intuitive for players, but it does requires a lot of movement.  Purrtropolis is designed with this fact in mind: the City is a floating island, and you do not travel to the City so much as orbit around the city.

We’ll unlock some more areas next week!


beachdaystudios
Protege




Week 7 / Dev Blog Post




Midpoint Check-In.


Check.



 Heavy Check Mark on Facebook 221



Time to celebrate -
with pineapples!



 



Fresh delicious
pineapples!



 



r3eq7gj0eglo.jpg



 



We're really
enjoying working with awesome, positive, talented people! We feel encouraged
and empowered by what we can accomplish together as a team.



 



We're also very
reassured by the feedback we have been getting, it's wonderful to feel the
excitement. Hearing what people are saying makes us confident we've chosen the
right path.



 



When we get to talk
with our audience and see who our project would benefit, it is super
encouraging! It's amazing that, as developers, we have ability to positively
affect people so profoundly through VR.



 



This is what
motivates us to do the best we can every week!



 



Week 7 - Pineapples!




  • We continued work on our
    prototype.

  • Developed upon and improved
    mechanics.

  • Continued to build out the
    visual design, added new models.
  • Continued work on
    sound effects.

  • Experimented with
    overall "vibe"


Keith Patterson


BeachDayStudios.com

"Eat A Pineapple On The Beach! It Tastes Even Better!"





kinjutsu
Protege
apl0dg6bu8hp.png

Hi all,

This week has again been focused on the prototype.  I'll be on vacation from 09/08 - 09/15th, then at Connect, so my goal is to get the prototype to 90% in early September.  Ideally this will mean the final weeks are spend on bug fixing and polish.

This week's rundown

  • For me the whole week was spent on programming game systems.  Still have a few things to get working for the elusive narrative system, and have started the mail delivery system.
  • Post also got a character model update to add their hat and mail bag. 

hr6j00csi89f.jpg

Goals for next week

  • Continue on game systems, including starting on Stamp Collection mechanics. 
  • Texture passes on character models
  • Begin perf review.  Haven't seen any major issues so far, but there are several things that could be optimized further.
Have a great week everyone! 
@elysebk  |  elysebk.com
Oculus Launchpad Project: Mail Snail

belmorea
Explorer

GAME PREVIEW IS LIVE!!!

https://www.youtube.com/watch?v=s9C9TL9fKMk&t=2s

Check out the video and give us feedback here (plz):  https://goo.gl/forms/0i3UVRY4Vd7p6YHa2

 

Week 7: We also found an artist we like, and have been refining our vision for the way the final game will look from the various points of view (VR player vs cell phone player) as we have been putting together an art asset/animation list for the artist. We have had to rethink a fair bit of final game’s player “journeys” based on the feedback we received about incorporating saboteur vs helper “roles” and scoring. Still trudging away on resolving the remote connectivity issues.