A hopefully helpful dev blog for fellow VR game devs to see how we have overcome bugs, design blocks, and overall challenges of VR.
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What we are working on: 1/17/2018
What we are working on...
Programming:
Towers Box to dispense towers
Tower cost restrictions and refund (by throwing off the table) is functional
Temporary-solution labels displayed for these interactions with towers, to indicate the values involved for purchasing, repositioning, and refunding
A calculator on the windowsill displays the current amount of gold coins in piggybank
Lamps can be toggled on and off
Greedy Goblins dodge grab attempts and incoming arrow shots
Enemies are destroyed upon being thrown off the table (not killed – they are not supposed to drop any items when dispatched this way)
Quadratic curve implemented for shrinking (unshrinking is still using smootherstep). This makes it less jarring, even smoother than smootherstep; it was found that the acceleration of smootherstep going in was more uncomfortable than a steady speed that is achieved by quadratic – this is due to the quadratic curve better imitating the relativity between larger 3D space and smaller 3D space to result in a steady change over time.
In addition to what is shown in the video, there have been numerous bug fixes, polishes, and refactoring improvements. This is primarily for transitioning out of a prototype. For example, all of the collision layers have been remade. The tower scripts have been modularized. The plugins (such as Virtuality Controls) have been updated. And more!
Beginning to prototype bed/storybook interaction (explained below)
Design:
Some enemy kingpin figure, perhaps an army man general, has gotten so into character that they have enlisted your toys in a battle against you; in a fall from grace scenario, the player must recover their toy sets one by one by fighting for them – but they still get to start with their tower pieces for the first chapter
Vertical Slice planned to have multiple toy sets introduced in different chapters
Chapters are initiated from interacting with different pages in a storybook
Each chapter has a limited time to complete a unique objective (defend, recover a stolen toy piece, feed a dragon with enough goblins to enlist the toy dragon to your side)
Upon the time limit being reached, the player hears their mom call them from outside the room, saying it's time for bed, and the toys become unanimated, some falling over.
The player then either receives the reward for the chapter being successful or otherwise does not get any reward because they were unsuccessful.
The player can start the next chapter (or a previous one they want to try again) by taking the story book, selecting a chapter to play, then interacting with the bed to fall asleep, after which they see a fade to black and wake up the next day to start the chapter which will be laid out on the table overnight.
Art:
More room assets have been put in
The scene is much better lit with windows and now everything has normal maps
Towers box art – this serves as a realistic toy box to take towers out of, and it also displays the cost for each tower on it
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