08-14-2018 07:53 PM
08-16-2018 10:20 AM
08-17-2018 05:38 PM
08-17-2018 05:43 PM
08-19-2018 01:35 AM
08-19-2018 12:49 PM
08-19-2018 03:32 PM
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.
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:
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.
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.
Drag 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!
08-19-2018 03:32 PM
Midpoint Check-In.
Check.
Time to celebrate -
with pineapples!
Fresh delicious
pineapples!
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!
Keith Patterson
"Eat A Pineapple On The Beach! It Tastes Even Better!"
08-19-2018 03:38 PM
08-19-2018 04:20 PM
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.