Posts Tagged ‘VR’

 

Hey Rifters!

This week is another change up: a live stream that I did last night with some VR devs and enthusiasts!
http://www.twitch.tv/cymaticbruce/b/397153899
Here are some highlights:

15:55 Oculus at E3 Speculation
17:05 Browser Apps and Productivity Apps
19:00 Music Games and VR
26:25 “Concert Attendant Hero”
26:55 VR and Stage Fright
32:20 Donkey Kong VR
38:23 Planet 1 Play test
47:18 First Law Play test
1:02:40 Notch Cubes Play test
1:07:20 Rift Amp Play test
1:12:00 Rift Runner Play test
1:19:38 What I am looking forward to with the Rift
1:23:00 Is the Rift Consumer Ready?
1:28:50 Malfate’s Castle Play Test
1:32:05 Rift Software Resources
1:36:18 Head Bob or no Head Bob?
1:43:10 Heli Hell 2 Play test
1:56:12 Rift, 3D, and Eye Strain
2:00:55 Watching a SBS 3D movie in Media Player
2:06:12 Single vs. Double Screen HMDs

I also will be putting a Torque 3D play test on my YouTube Channel. I am thinking of switching over to Torque from UDK, I will keep you posted on that status.

Still working on tutorial writing, trying to make time!

Logging Out,
–Cymatic Bruce

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:

http://www.3dbuzz.com/training/view/unreal-development-kit/kismet

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,

–Bruce

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 PCGamer.com:

http://www.pcgamer.com/2013/04/15/mirrors-edge/

O_O
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:  http://i.imgur.com/iUiwRl7.jpg

Control

-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. XD

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