Posts Tagged ‘game development’

Hi Rifters!

Here we go with another VR Dev journal entry. Not a whole lot to show off here – this past week was a crazy one! I have been helping test alpha builds, writing articles for Road To VR, making videos, and even doing an interview or two. Whew!

In this video, I show off the Kismet toggle switch. A great place to learn how to do that is the 3DBuzz tutorials:

Also, I have begun working on the key functionality of the Holodeck – taking you somewhere else. My first test is to gradually take the player from the holodeck room to the epic courtyard. In my first attempt, I simply made the walls invisible when opening the door. DOH!

Game development requires a lot of determination, and sometimes things don’t progress as quickly or as smoothly as we hope. Don’t give up!

Logging Out,


Hey Rifters!

What a week!

Its strange to know that I have only had my Rift dev kit for 7 days, with everything that has happened. One first impressions vid turned into two, which turned into a ridiculous number of videos, views, and comments. Oh, and an article on

A huge THANK YOU to all the folks who have watched my videos, subscribed, left feedback and encouraging words. Words fail to express how moved I am!

So, a different type of blog entry this time around. I wanted to discuss some impressions and observations after week 1 of Rifting. Discussed in this video are:

Getting Acclimated

-Looking around before beginning the game experience really helps. Force the player to do this, but nest it inside of the game narrative… kind of like Halo?
-Recommended game order: Tiny Room > Tuscany > Microstar > Dear Esther > Mirror’s Edge > TF2 > Skyrim
-Stay hydrated! Water, Ginger Ale, and frequent breaks are good.

Visible Area

-Not looking at a lot of the screen at all!
-FOV : 108 – 112 feels great, depending on the game and what lens cups you are using.
-“Rift Peripheral Vision”, when you are able to see a little more looking straight than to the side. Gameplay application for this?

My best estimate of the RPV (Rift Peripheral Vision) of all three lens cups, A, B, and C:


-Giving the player options are key
-Controller hierarchy: Hydra > Controller > Mouse & Keyboard
-Learned behavior: using the mouse/analog stick to accelerate turns. Analogous to spinning around the body?

The Game Narrative

– Camera “head bob” is not such a bad thing! In fact, I prefer it. Glide motion still makes me dizzy, even after a week of play.
– Cutscenes are probably best Half Life 2 style – let the player keep control. However, slow and steady camera movements work well. Avoid fast motion and radical rotation.
– Transitions are best when there is a fade to black or fade to white effect. Clean cuts are not as jarring as I expected them to be, but fade outs are better.
-Sound cannot be overstated. Make the environment immersive with high quality, realistic stereo sound.
-Horror implications? Rift peripheral + sound exploitation = NOPE. 😄

So that pretty much covers it. This next week will be more on my own development progress with my game project. Also, I plan on a regular bi-weekly video release schedule for gameplay stuff on my YouTube Channel.

Honeymoon’s over, time to do the REALLY fun stuff – creating a world of my own!

Until the Next VR Experiment,

–Cymatic Bruce

Touch Soul development began by using gamesalad. It’s a great piece of software, and allowed us to get a proof of concept up and running pretty quickly. However, the lack of memory management and arrays pretty much made it inadequate. I would like to make a rhythm game without hard coding each element of the step chart, thank you very much.

Thus begins the adventure of learning CoronaSDK. I will miss doing my programming with a GUI, and making test builds on the device quickly and wirelessly. However, the robustness of coronaSDK cannot be denied. Onward!