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VR DevLog 18: Gameplay Loop

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So once again it’s been far too long since I wrote a devlog… mainly because I haven’t had anything to say! But also because I’ve been very busy on other projects and going to GDC and moving house/office.

Now things have settled down, development can kick back into gear. Super Mega Mega is coming up to a cool point in development. The core of the coding is done and the majority of work now lies in content generation.

I’m currently working on getting a more complete, playable version of the game ready to demo and get feedback on. I might even release this one publicly.

The game has evolved to be an interesting blend of games like MegaMan, Zelda and The Binding of Isaac. I want a highly replay-able, short session experience that works both with and without VR.

Now comes the point where the real game design stuff needs to be sorted… I’m hoping to have a version working well for the upcoming Beer & Pixels event… but I’m not sure I’ll have the time. I really need to get some feedback on this soon! Game design is not my strong suit…..yet! I’m going to have to focus and knuckle down to pull something cool out here.  A challenge!

Cheers!

-Ryan

VR DevLog 15: Static Dynamic Vertices

By | Journal, Screenshots, Super Mega Mega, VR | No Comments

Now something a bit more technical and rambling… But not too bad 😉 … again this will help me more than anyone else 😛

With the initial prototype for Super Mega Mega, the world is completely dynamically rotating around the centre point of the world.

This was chosen to ensure the VR head tracking camera wouldn’t have any major issues with things like motion sickness.

Also, the player movement code becomes a lot simpler when the player isn’t actually moving and the level just rotates on a single axis.

The problem comes now with performance. I’ve been starting to push the detail levels of all the levels up a lot and that’s increased the draw call and vertex count significantly.

Deferred rendering is being used to get some nice lighting and post effects but it really hammers the draw call count.

To reduce this I have a few options:

– Reduce the vertex count of the individual blocks significantly (Unity dynamic batching doesn’t allow more than 900 vertex attributes which means about 200-300 vertices for me) which would make this look shitty.. potentially only an option if the detail is replaced with normal maps.  This would add a lot more work into my pipeline…. not cool but has potential.

– Leave it where it is and just decrease the level sizes. Not cool either! Seeing the tall tower stuff is one of the coolest bits.

– Switch all the mesh blocks to static objects and change the movement code to adapt. This is the first option I’m currently testing out. Draw calls are reduced significantly but now the camera has to be rotated to follow the player. This might screw with your head when wearing the VR headset…. must really test this ASAP. If it doesn’t cause any problems I’ll switch all the levels into this static mode. Re-writing the movement will be a pain but it’s a once off thing.

If anyone has any pearls of wisdom here.. feel free to drop them on me @bluntgames

Anyway it’s good to be back in the middle of it all. Hoping to be able to share some awesome new stuff early in the new year!
-Ryan

p.s.

After writing this I think I’ve decided to embrace the ‘all normal-mapped future’. This will make the vertex count of the blocks restricted but it should be nicely compensated with the normal detail I hope. My only concern is the lack of quality in the silhouettes. I’ve also solved the non-manifold mesh generation that was plaguing the tool used for current models. Perhaps the best solution is a happy mix of dynamically batches models and auto-combined models.

The attraction of having everything in the world dynamic (destructible and movable) is far too appealing to ignore.

test test test

 

VR DevLog 10

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I took a little development break this past couple of weeks, mainly to prepare for the birth of my new kid (it’s a boy yay)… but I’ve had some time to start getting back into some work…

– One of the problems I noticed when using ray casts for the “Is the player looking at something?” test seems to be it’s high accuracy. Most of the time the player is not actually looking directly at their desired target and it’s not obvious why the it isn’t being highlighted or it can be frustrating moving the head around to try get the exact positioning.

I’m trying to ditch the ray casting and use the Unity trigger system to filter out the objects that enter/exit/stay in players view. First tests say it will work well. The technical parts work fine this way (so did ray casting) … but now there’s more room for a fudge factor to play with. Previously I would have had to cast a bunch more rays to try and get a better indication of what the player could possibly be looking at. I won’t know for sure until I get some more play testing done.

– A quick improvement for the demo is to make the player character visible when behind blocks….. adding this will greatly improve the playability in a few of the parts of the game. It will also mean I don’t have to worry about hiding the player as much. Could also maybe use it for enemies and things.. dont know yet.

– The game still needs more VR specific game mechanics. I’m experimenting with a few different things still. I’ll have to add them in for the next play test for sure.

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out!

-Ryan

 

VR DevLog 4: Random Screens

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Dumping these here.. some in-development screenies..

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