I got bored... - Kokiri Forest/Project Ocarina

Monday, May 23, 2016

With my 2 Unity assets published, I need time evaluate their success. So I don't want to start another asset until I have a clearer idea of investment vs reward for asset publishing from the evaluations of those. Ideally, I'd be working on the RPG I want to make. But there's little I can do ATM outside of brainstorming for that. I need to actively work on something! It's a weird feeling for me, but I don't have a lot on my plate right now.

Updated VR3DImgeViewer - More Asset Store Experience Talk

Friday, May 20, 2016

Last week I updated VR3DImageViewer, and it was approved on the asset store a few days ago. The main things that are updated about it is a new optional method for rendering 3D images, and some better visuals for conveying what the asset does.

TransformEx now on the Unity Asset Store!

Saturday, May 07, 2016

I'm a couple days late on posting this. I wasn't going to since I said the bulk of what there is to say in my last post about it. But hey, it's my birthday, and I like to do releases on my birthday, so why not make a short post?

The approval process went much smoother then last time, and a few days quicker as well. TransformEx is now available! This one should do well in the long run. It's a tool every VR dev should have!

TransformEx

Size and Position objects using real units of measurement.

For sale now on the Unity Asset Store!

My 2nd Asset for the Unity Store

Sunday, May 01, 2016

As of writing this, I just finished up and submitted my second asset earlier today. Wooo! Twice the assets, twice the money right? lol. No. =p

Sadly, 2x zero is still zero. But seriously, this next asset "should" hopefully do better. The VR 3D Image Viewer asset fills a unique need. One that few have. Fewer then I even thought. While not quite this harsh, I knew that going in. I wanted it to fill a need people didn't know they had, because it would be the only option in a corner of the market I created. But as good as I hoped things would go with that, so far they're going the other direction.

My Learning Experience with the Unity Asset Store

Friday, April 22, 2016

Going into something that is new to me like publishing assets on the Unity store, there are a lot of unknowns. I don't know many/any people who have published assets there, online discussions of the subject are hard to identify with, and really everyone's experiences are going to be different due to the differences in assets. Some assets would be more or less in demand based on the skills needed to produce them and how many alternatives there are to a particular asset.

My first published Unity asset!

Friday, April 15, 2016



Today is a big day for me. I finally get to take my first step into being a game developer. I also finally get to see a 12+ year hobby start turning into something more. Perhaps the start of a career.

Today my first of hopefully many assets hit the Unity Asset Store. I suck at naming things, but I called it "VR 3D Image Viewer". It allows devs to use Side-by-Side 3D images in their scenes and for users to view them as intended, with full 3D effect in VR. It works with SBS, Cross-eyed, and Top/Bottom style 3D images. You could even use it with animated images if you wanted, as I almost included a VideoTexture demo showing Big Buck Bunny before I decided to scrap that due to that not being the most ideal use for VideoTexture, and that it might be misleading. That also bloated the package size beyond reasonable levels. Perhaps I'll do an update later for that.


I Think I'm No Longer a VR Developer

Wednesday, March 30, 2016

I recently realized that I haven't updated my blog in like 9 months. I haven't really talked with anyone from the VR community for about half of that. So among the few that might even wonder what happened to me, none would know. I want to try to fill things in now, but I know I'll easily go off on rants. So I'm going to try to keep things shorter and more informational.

What I've been up to lately

Saturday, July 04, 2015

After the VRJam ended I needed a break from W.A.R.P. so I quickly moved onto a new project. I'm taking that project very seriously, so I'm trying not to tell anyone about it until I have it to a certain point where I feel certain that I'm going to finish it. So sadly I'm not ready to talk about that yet.

Kokiri Forest - GearVR

Sunday, June 21, 2015

I didn't plan to release anything for GearVR anymore after W.A.R.P., or to do anything more with Kokiri Forest at all. But its funny how things work out sometimes. Mark Schramm has been working hard on a project to help break GearVR users free of Samsungs walled garden on the platform, and also help make testing easier for developers/testers. A project called SideloadVR.

W.A.R.P. VRJam - The End of the Road

Monday, May 18, 2015

Well... I lost.

Sure there's the community choice prize, but I have an even lower chance at winning that. So I'm considering this Jam over for me.

So what's next for W.A.R.P.? Or me?

Well, I don't have any prize money to fund the game. I scrapped by with my self created assets for the demo, but didn't plan to do that for a full game. Also, I just couldn't get very much feedback or buzz about my game. So either it's not interesting, or I failed at catching peoples interest in it. I don't want to make a game no one will care about. Win or lose that was my real goal, to at least come out of this with some people wanting to see the game get made in full.

That all said, I'm not declaring it done yet. Just the the GearVR version. Honestly, I don't believe in mobile VR at all for a variety of reasons. And if it does succeed, I just don't want to develop for it. So if W.A.R.P. continues it will be on PC only. And it probably wont have that name. I came up with W.A.R.P. at the last minute, its meaning being "Windowed Alternate Reality Puzzle". And well, as the game progressed alternate realities became alternate worlds and it made less sense.

I'll likely take some time away from it to work on other projects, and come back to it in a month or 2. If I decide to continue I will scrap all the models/textures, puzzles, and design. Just taking the window code and starting otherwise from scratch. From there I'll probably try out all my alternative mechanics ideas, make some Youtube videos, and hope to get some buzz from that. From there maybe Kickstarter. Who knows.

I vow to be in the next VRJam, if there is one! Of course I don't know what game I'll do for it yet, but I have tones of ideas, so hopefully I'll get something ironed out by then. Hey! Never know, maybe the spiritual successor to W.A.R.P.? =)