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[APK] SteamCrew VR

KominAaa
Honored Guest
Hello everyone! We are a 4 people team from Agharta Studio and Blackmuffin, we worked on EpicDragon VR for 2013's VR Jam.

Our game is called SteamCrew VR and it offers players to play as treasure hunters Captain' Karkass and Ida Steele, crew of pirate steam submarine Rocketshrimp.
On a quest for the magical gems of the darkest abysses, they will face both the mysterious guardians of Yyl and vicious rival pirate submarines!

Challengepost link!



SteamCrew VR is now available for download!

The game requires 2 Gears on the same WiFi network to play.
It's not yet possible to steer the sub playing solo, we are working on that.




INSTRUCTIONS

- Pilot's seat, is responsible for navigation, steam tanks positions are marked on the Gyro Ring. STEER the ship through gaze while HOLDING on the touchpad. SWIPE FORWARD to ACCELERATE. SWIPE BACKWARD to REVERSE, engine consume steam. Check the submarine's steam level and current consumption. Toggles LIGHTS on/off by TAPPING on the button. Turning it off saves steam. At the gunner's signal, TAPPING on handles to FIRE torpedoes or rocket.

- Gunners's seat, is responsible for observation. detects enemy positions by TAPPING on the Sonar's button. AIM and lead targets with the turret through gaze while HOLDING on the touchpad. Shoot the back of enemies to score Critical hits (x2 damage) SWIPE UPWARD to CLIMB. SWIPE DOWNWARD to DIVE. Check the submarine's steam level and current consumption. Use Gyro Ring ring to communicate enemy position to the Pilot.

The game requires a lot of teamwork, communication and coordination.
So far our record is around 600.000 🙂

We'll be posting an instructional video soon to explain the gameplay in a more pleasant way.

--- Original post content ---

The last jam was a very cool experience so we thought we'd enter this one!

The project will be running on Unity4; that's a big challenge for us since we have no prior Unity experience 🙂

I'll try to update this devblog is often as we can with bits of game design, visuals, screenshots and hopefully videos (once we manage to record stuff on the Gear! )

In the meantime, we wish everybody good luck and great fun 🙂

Edit 04-23-2015: Logo Added
Edit 05-11-2015: APK Released
Edit 05-12-2015: Added Gameplay Video
Edit 05-19-2015: Switching all pictures from forum hosted to outside host
Hi! Check our VRJam2015 entry SteamCrew VR, Our VR Game Shufflepuck Cantina Deluxe VR and our VRJam2013 entry EpicDragon VR! Follow us on Facebook!
77 REPLIES 77

Jaycee900
Explorer
It does indeed look very promising! I agree with an option for a single player just to have a sandbox mode just to muck around on.
Mini Gear VR Reviews Blog --> http://gearvrreviews.blogspot.co.uk

KominAaa
Honored Guest
"Jaycee900" wrote:
I agree with an option for a single player just to have a sandbox mode just to muck around on.


We will try to do our best to make the game as accessible as possible, we're considering online MP through adding gamer's ID right now but no promises 4 weeks is a very short amount of time!

Today Aurélien is working on some important game features:
Combat and ballistics; we need to make the game loop as interesting and as rewarding as possible. I like the anticipation mechanics of aiming and leading targets in games. We are going for 2 different weapons to use depending on the context. As we want to stay in our collaboration game focus, both weapons will have to be aimed by the gunner but triggered by the pilot (in other words you will have to shout Tube two, Fire! when you play as gunner)

Torpedoes; slow but steady and precise. Be it long or short range, leading them requires skill, when they score, expect a massive amount of damage. Slow reload time.

Rockets; a volley of 4 cheap and very fast rockets, useful in shorter ranges but they tend to disperse through the water's resistance effect. They do less damage but still very efficient if you score all of them.

I'm still wondering if we're going to go for a cartoonish game feel with satisfying *dings* SFXs when you score hits, or a more realistic sound design. Good balance is always hard to find!

Matthieu worked on getting the sub's ambiance as you can see on this concept:


Sandra is done with Ida's styling and color pass:


On this project I'll probably paint textures myself, it's a huge step for me, I'm quite an introvert at hand-painting!
I did a rough paintover of surfaces with basic material colors in blender and I'm setting up lights to get a nice bake of the Sub. It'll be a decent base for some more advanced painting 🙂
I really hope to come up with something immersive and detailed enough for immersion!

Hi! Check our VRJam2015 entry SteamCrew VR, Our VR Game Shufflepuck Cantina Deluxe VR and our VRJam2013 entry EpicDragon VR! Follow us on Facebook!

Joyhype
Honored Guest
Cool! This is starting to look really good! :3
SaaS and Fullstack developer. Hobby Game developer.

KominAaa
Honored Guest
Yesterday we improvised a playtest at a business school in our area that asked us to do an Oculus Demo. We thought it was a good opportunity to gather some feedbacks and impressions on SteamCrewVR 🙂

We were very happy to see people enjoying the game, even though it was only featuring the steering part right now. Surprisingly it was mostly girls; which we'rent especially gamers, asking to play and they had a great time!
We received some useful feedback on stuff we took for granted and that needs fixing.

Anyway here's a video of the current build. Today I'm going to refine texturing.
Aurélien is fixing up ballistics and we're probably start working on the sonar system, which I'll explain very soon!




Music is Impact Lento by Kevin MacLeod
Hi! Check our VRJam2015 entry SteamCrew VR, Our VR Game Shufflepuck Cantina Deluxe VR and our VRJam2013 entry EpicDragon VR! Follow us on Facebook!

KominAaa
Honored Guest
Yesterday was a really important day for the game.
We had a working multiplayer prototype for a few days now but we never tried to "play" it to see if it's actually fun.

The first test we did was very chaotic, we decided to simplify the controls for the pilot and break the distribution of the sub's movement for both players. The pilot steers the ship and the gunner can raise/lower it, we might add additional ways to move, to allow for more subtle control.

The original object's scale made the game hard to read, enemies were too small and hard to aim at. We re-scaled a lot of stuff and tweaked projectile speed to ensure a good "rhythmic" feel. We also noticed how important the work on feedbacks will be. So it was a frightening but necessary step !

Today it's time to implement some gameplay and objectives, wandering around is very fun but a little pointless at the moment 🙂
Aurélien is crunching code on the Sonar system, it will be used to "ping" the current turret angle, revealing enemy positions and orientations at an instant. Only the gunner will see the enemy's position so he will have to communicate them to the pilot.

Matthieu has finished his work on the game's logo (which I added on the project's first post). He did some really cool boards like these ones, featuring Sandra's monsters concepts.





I'm still texturing with the help of blender lights that will be baked on the final texture, it really helps the map's mood if you're not an experienced hand-painter.



If we're lucky and Aurélien's good enough we might have time for another of the submarine's system tomorrow; the azimuth rings and the Pilot's crystal detector!
Hi! Check our VRJam2015 entry SteamCrew VR, Our VR Game Shufflepuck Cantina Deluxe VR and our VRJam2013 entry EpicDragon VR! Follow us on Facebook!

dignifiedweb
Expert Protege
This is seriously beautiful work! I am looking forward to trying this out! So neat!
Check out my Mobile VR Jam 2015 title Man Overboard! - Try the DK2 Version if you don't have a Gear VR

KominAaa
Honored Guest
"dignifiedweb" wrote:
This is seriously beautiful work! I am looking forward to trying this out! So neat!


Thank you! 🙂

Today we played some more, with all the tweaks it's starting to be quite fun getting the coordination required to hunt down monsters 🙂

Sonar is working fine now, we've been working on the Azimuth Rings for both players. It will be used to communicate directions between players. The Pilot's ring also displays gems positions, it's purpose is to give away the treasure's positions, whether they are on the ground or inside enemies.



Here the Lamprey textured side by side with the destroyed version 🙂



Finally a little ingame Pilot/Gunner montage!



Expect some coop gameplay videos very soon!
Hi! Check our VRJam2015 entry SteamCrew VR, Our VR Game Shufflepuck Cantina Deluxe VR and our VRJam2013 entry EpicDragon VR! Follow us on Facebook!

cocopunch
Honored Guest
Hi first post of BlackMuffin, concept artist on SteamCrew

We would like to share with you guys a little WIP for the Captain Karkass'.




Hope you'll enjoy it 😉

If you want see more check up on our website "http://blackmuffinstudio.com"
Concept artist on http://blackmuffinstudio.com"

KominAaa
Honored Guest
Hi 🙂
Thanks Matthieu, here is another gameplay video we just shot!




Aurélien and I playing coop over WiFi (commentaries in french , sorry 😉 )
The video features use of all the current systems implemented, it's still lacking a lot of things like enemy shooting at you, damage to the sub and systems maintenance (that's the purpose of all these valves).
There's also a lot of tweaks to do (the current light model doesn't work that well and doesn't serve its purpose at the moment and will be modified).
The rocket's and torpedo's speed and damage are still in the works too.
You can't see the other player's arms and heads moving but it will be working soon enough !

We are working on designing the AI at the moment, to get the guardians to hunt you down and fire at your sub.
Hi! Check our VRJam2015 entry SteamCrew VR, Our VR Game Shufflepuck Cantina Deluxe VR and our VRJam2013 entry EpicDragon VR! Follow us on Facebook!