Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts

Back to the Drawing Board

Saturday, December 24, 2016

After 2 long months, this VR Jam is finally over. I put more effort into it than probably any project in years, if not ever. With my $0 budget and limited time constraints I was stretched all over, digging deep to find new levels of talent I had never seen before from myself. I had to do scripting, 3D modeling, shader coding, texture creation, animation, logo design/creation, menu creation, design new original game mechanics, scene composition, design a consistent aesthetic, create story/premise, design and create a trailer, come up with humor for everything, testing with limited to no proper hardware, and probably stuff I'm forgetting. It's an insane amount of areas I have to have skill in and divide my limited time between.

My First Game!

Sunday, November 20, 2016

Yesterday I announced on my new website that I'm finally making my first game! It should be noted that I don't count W.A.R.P, the game I made for last years oculus VR Jam, because I tried to make a game with that, but don't feel I succeeded and didn't plan to move forward with it. But this one I do! I hope to one day release this commercially!

New "Professional" Website

Sunday, October 09, 2016

Something I've been wanting to do for a while, but never seemed to get around to is making another website. This one has served me fine, but the fact is that some of the projects I've posted here over the years just don't belong along side others. Z-Net, Kokiri Forest, etc. Due to their nature they don't reflect a professional side of myself, and as I try to move forward with publishing assets for sale on the Unity Asset Store, one day make and sell a VR game, and even offer myself up for freelance services, the two sides don't belong together.

So I've been wanting to make a "professional" website for a while, and I finally did just that!

First Impressions - CV1

Monday, September 26, 2016

Today I finally got my head into a CV1! It's been a couple weeks longer then I expected, but still is early since I don't have all of my hardware yet.

Not counting the things I'm not upgrading right now, like Power Supply and non-SSD HDD, this is my part list. Not top end, but way above the level I'm used to! I'm still waiting on the MB, RAM and SSD, but I did install the GFX card into my current system to see how well the CV1 works. I expected the USB 2.0 of my current system to bottle neck it, and I'm sure it is, but surprisingly it works quite well as is to allow me to dev, try some demos, and form opinions. And I guess that last one is what this is about.

Figure it's time for a general update

Wednesday, August 31, 2016

Since it's been a few months, I feel I should post something.

I'm happy to say that the sales of my 2 unity assets have picked up since my last post about them. While money isn't rolling in like crazy, I never expected it to be. But I'm currently quite satisfied with the sales the past few months. I don't know what caused sales to pick up. My increased efforts in marketing material, increased capabilities, or just that it takes some time to get noticed. Whatever it is, it's working now! Its mostly the VR3DImagerViewer asset to my surprise. Since it's more popular, I've been more focused on it. The live version is pretty stocked with features and fine tuning. I even have official video and Stereoscopic 360 media support coming up in the next version! There's not much else left on my list for it. Currently I'm just waiting on some hardware so I can update the setup procedures since Unity v5.4 changed things quite a bit. I know Vive support at least got broken to an extent, and now requires a new setup procedure. Rift support, I'm not sure about. I'd think it would too, but all my feedback so far has been from Vive users.

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.

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.? =)

W.A.R.P. VRJam - Final Thoughts

Wednesday, May 13, 2015

What a long month! It's finally over!

This was my first game jam, and my first attempt at a real game. Win or lose, I learned from this.

I learned preparation time is valuable. I came up with the idea of my game shortly before the submissions opened/the start of the jam, and while I thought about it for the next week, I didn't really start work on it. So for the next 4 weeks were all I had to turn my vague incomplete idea into something that resembled a game.

W.A.R.P. VRJam Release

Thursday, May 07, 2015

I tend to like to release stuff on my birthday (and Christmas), and it seems I have something to do that with this year!

It's a few days early before then end of the VRJam, but I'm releasing the apk now. In part because I can't find anyone to test it, and part because I can't get anything substantial done with it now before the end of the jam. I wanted to, but things just didn't work out like that.

If there's bugs, I hope to hear of them, and will certainly try to fix them by Monday.

I created a page for the project, and you can download it at the bottom.

Of course, there's the community vote for the jam. I don't expect my odds to be good to win the main prizes, but would love it if you voted for my project for that prize!

W.A.R.P. Demo

(I'll post a DK2 version next week most likely.)

Happy birthday to me! =)

W.A.R.P. - VRJam Log #3

Sunday, May 03, 2015

Today it was time to work on the next puzzle room. I've had idea for future puzzles, but I just feel there should be something else for proper progression after the simple first puzzle. I need to introduce something new, since there's not much to do with the mechanics that I have, just nothing to fancy. After some internal debating I decided a movable window was the best next step.

So first I need to adjust the window model to visually represent that its movable. But really, before that my window doesn't make much sense as is. It kind of just floats there. So first I have to adjust the model to better visually show that its stationary, and follows the law of gravity. So I made some legs/braces for the bottom.

After that I moved onto the movable window. This I just figured some basic looking wheels would do. I just made the wheels spheres. They don't animate or anything, but they're good enough.

Now I needed to make the window actually move some how. I quickly just decided to make a script similar to the battery pickup script. Instead of press a button and hold what your looking at, you press a button and start pushing around the window. Basically, the only difference is that the window keeps its y position on the floor.

Once I got this working, I soon noticed a bug. As I run around ramming the window into, well, anything, the object pops between worlds. Huge rocks, terrain, walls, doors, etc. It was unexpected, and amusing. I realize that sometimes unexpected bugs like that can lead to being a intended mechanic. So I decided to think about it before I fixed it. As I often do when I need to brain storm, I turned off my monitor, closed my eyes, and started thinking... 2 hours later, I woke up. DANG! I guess I didn't realize how tired I was. Maybe its the cold I still have a little bit of, or I've been spending a lot time on the project the past few days.

Anyway, objects bigger then the windows are not something I want popping through them, and certainly not things unintended. So I wrote the bug down in my notes in case I do want to do something with it later, fixed the bug and moved on.

I soon noticed another issue. I grabbed the window, moved it over to the battery, dropped the window, then tried reaching through to grab the battery, and I just grabbed the window instead. I didn't think about that. How should things know what I'm intending to grab? Mapping 2 different grab buttons, one for windows, one for batteries, doesn't sound right to me. I tried a couple different things and just ended up going with that windows are grabbed by holding the button down. It will only grab the window after 0.5 seconds of holding the button down. I realize now that I'll have to make the controls known somehow. Maybe a one time pop up? Anyway. This idea worked, and I could now move onto room 3.

The next day I started thinking about the room 3 puzzle. I have ideas for some mechanics, but I just feel there should be some smoother progression before them. I didn't want to work on having environmental effects transfer back through the window yet, but started thinking that, well, I can only spend so much time on this game to get it done in time for the game jam. I'm not going to be able to make the full length game I would want, and also judges probably arent going to spend more then a few minutes playing it. So a proper slow progressing wouldn't work. I don't want judges deciding they're done before they get to the good stuff. So for this demo only, I need to jump strait from new mechanic to new mechanic. So I guess it's time for the environmental effects.

My original idea was to have continuous global environmental effects emitting through the windows. But since I only want to use 1 world in this demo, and don't want to make to many versions of the windows to explain why the first 2 weren't emitting effects, I decided to use localized effects. Meaning, for the hot world I made a red geyser. Just a particle fountain shooting red particles. And when you move the window really close to it the effect comes through. This isn't the awesome elaborate idea I originally envisioned, but again, I'm only one man, and limited for time, so it's good enough.

To go along with this, the effect needs to be used on something. It's hot, so ice makes sense. That was my general idea when I came up with it, but I need to make it work with what I have now. I decided to encase a battery in ice. I grabbed a rounded edge cube I made for a previous project, set its color to a light blue, turned down the transparency, and hope it passes as a ice cube. lol.

It's quite an elaborate daisy chain or scripts for this new mechanic, but in the end it works. Having to move both the window around, the ice cube, then the battery for this puzzle is nice. I feel I'm finally getting close enough to wear I can use the same mechanics shuffled around to create a new puzzle. But I wont be doing that next.

Next I want to try another idea...

Here I toke a couple week break from logging my progress, since few were even looking at these. But I'll try to cover what I did since then.

My next idea was to have some object you need to go through the window so you can stand on it. This was born of my idea to have a sort of jumping puzzle where you hold the window and try to land with it underneath you so that a platform goes through for you to land on, or possibly carrying a window as you have a long object come through it that your walking on. These ideas are a bit much to hope to get done in time due to requiring a ton of trial and error. So I came up with the next best thing I could. A magic floating rock! I didn't like it. The game seems based in science, and I'm adding random magic. But I needed something else so I went with it. It further brought the game away from the alternate realities idea, and torwards alternate worlds/universes. But oh well.

I added the magic rock and called it finished, but I didn't like it. It didn't transition through the window well and was just bad in other ways. I ended up thinking of a much simpler idea. I replaced the magic rock with a simple box. This was better as the magic rock was stationary, but the cube could be moved. You move the window near the cube, grab the cube through the window and place the cube near some platforms you couldn't get on top of before without standing on that cube, hope up, grab the battery and done.

It's here where I stopped coming up with room ideas. I had 4, and while I'd like more, I think anything I'd come up with would require to much time. I needed to start polishing what I had. The good part is that judges will probably only play the game for a few minutes, and thats about how long my game demo will last. Anything beyond a few minutes of gameplay is a waste at this point, and could be better spent by polishing what I have. And thats exactly what I wanted to do. Start polishing/bug fixing.

Over the next week or so I made the grab scripts better in that carried objects don't go through walls. I added a reticle for aiming and to see what can/can't be grabbed. Added text dialogs to help inform the player, and as a bonus reading them adds time to make the demo longer. Cheesy, but I'll take it. Optimized things to help perform better, hopefully enough for GearVR. Wasted a day downloading and setting up all the hassle BS to be able to make a GearVR build. Still haven't tested it though. Fixed numerous little bugs. Added 2 new basic rooms, intro and end. No puzzle stuff. Reorganized the hot world terrain a bit. Swapped around the order of the environmental effect puzzle and the need a box to reach puzzle. Created a special room just for the demo video, to try and show what screenshots don't convey to well. Added a clock and wrote a script to make it keep accurate time. Really, in VR there needs to be more real time clocks so you can keep track of time and not have to take off the HMD. I'll likely release that as part of a VR Starter Package later. And finally I added a Easter Egg. I hope many people find it! But its not a simple thing to stumble on.

I glossed over things a bit, but I hope that covers enough and catches up to my progress. I may make more entrys into the log, but they may not be to long or detailed.

W.A.R.P. - VRJam Log #2

Friday, April 24, 2015

Since the progress of the last post, I had to take a couple days off because of a cold. That cold let up enough last night, leaving me enough energy to get going on some things. First I wanted to get some basic scripts done to allow this to even be called game. Covering a chain of events from grabbing the object, pulling it through the window, placing it somewhere, and having that trigger a door to open. Mainly I just needed to work on the trigger and the door. I decided to go with a pressure plate (to much Minecraft lately?). A giant button seemed to Portal-esq. I wasn't really happy with this idea, but I just wanted to work on something. After not having much luck getting things to animate right with scripts, I just made some animations and triggered those via the scripts. It worked. I was happy, time to move on.

W.A.R.P. - VRJam Log #1

Wednesday, April 22, 2015

I'm not sure how often I'll post these, but I figure I should post something at least now.

Announcing W.A.R.P, My vrjam entry

Tuesday, April 21, 2015

A couple months ago Oculus finally announced another vrjam.

There's not much to say about it or show off with it yet, but I figure I should make a post about it here at least. So...