Posts Tagged ‘VR’

Botanic Balcony | Postmortem

Posted by (twitter: @paigemarincak)
Wednesday, December 21st, 2016 11:25 am

Hello everyone!

This is a small (long?) post mortem for my jam entry Botanic Balcony! This was my first game jam, first time making a 3D game and my first VR game \o/

One Room

To be honest, I wasn’t intending to enter the jam because I’m busy with other things, but when I saw what the theme was Saturday afternoon I knew I had to go for it. The theme, One Room, fit well with a VR idea I had sitting around in my drafts and I figured it was a good chance to get it started.

The VR idea was simple: growing plants on your own private balcony. However, I wanted to make use of room scale VR, and have the game take up the minimum amount of space required. I wanted to make a game where everything was practically in reach and you didn’t really need to teleport around.

Thus, Botanic Balcony was born!

First Game Jam

I was lucky enough to have already drafted out ideas for this type of game months ago, so it was rather easy for me to strip everything down to the bare minimum: growing and watering plants. In that way, even though this was my first game jam, and I was working alone, and I had less than 72 hours, I didn’t really feel lost with what I needed to do. Plus, I started out with grey boxing everything 😉

The grey box ft. walls and rails.

First VR Game

I am so thankful that UE4 comes with a default VR setup. My biggest issue with getting the game running in VR was simply based around getting UE4’s default VR setup to run, which honestly came down to one thing: packing for distribution properly. Once that was out of the way, it was easy for me to run the default, throw some stuff around and get cracking.

At this point, I should mention that I was borrowing my father’s VR system for all of this. My development machine is nowhere near good enough to run VR, so the entire jam I was packing up and transferring the game between computers to test. Which lead to a lot of running back and forth. Which also led to my father not being very happy when I kept kicking him off from playing Battlefield to test. >w>;;;

In any case, getting the VR part of the game to function was easy-peasy.

The growth cycle of tomatoes.

First 3D Game

The real difficulties came in the form of this being my first 3D game. I’ve been messing with UE4 for the past few months from time to time, but mainly I was messing with shaders, learning about blueprints and so on. I’ve also never properly 3D modelled before. (I made a cup once in Bryce 4 or 5 when I was 10.)

It was… an experience…. I feel like I wasted so much time modelling things out, and I wish I could’ve included more plants. I thank youtube videos and those people who helped me out during my short twitch stream where I tried to model a pot. Otherwise I would’ve been 100% lost.

The Pot.

 

Because of these restrictions though, I aimed for a more low-poly type of thing, and kept most materials to be plain colors. I think it came out pretty well from a design perspective. Definitely the most complicated thing to model was the watering can.

wateringCan

The watering can.

Developing in VR Tips

There were a few things that came up during my development which might come in handy to keep in mind in the future if you ever try out VR development.

  • Make sure you’ve hit 90fps

The Vive headset is normally rather blurry for me because the distance between my eyes is less than 60cm, which is the lowest the headset supports. Because I normally feel some sort of nauseous when I play, I didn’t notice that the frame rate was running at 60fps when I first submitted the game. I had tested the game out on my brother, who happens to just not notice the frame rate drop, so I had no idea until my father tried it out. (My family is my guinea pigs.) My father noticed right away and let me know, and it took a while to figure out what was causing the cap.

In the end there were two things:

  • Steam will automatically cap the game at 60fps if you run it through that instead of opening it on your desktop (probably because it’s missing the VR support flag because it’s an exe and not a game on Steam)
  • UE4 automatically sets a cap of 62fps, and needs to be changed

It’s best to check these things first before trying out the wide variety of suggestions online. I tried changing it through command line arguments, turning off lots of settings in the post process volume and so on. In the end, it was rather simple.

Spawn a pot using a pot card!

  • Scale of your 3D Meshes

I’m a fairly average-sized person (5’6”), so when I was developing the game, everything felt about right for me. However my father and brother are taller (about 5’10”) so things like the fences and walls and so on originally felt rather short.

I was lucky enough that most of the models I made I guesstimated the size correctly, but for things like the door I had to look up measurements to make sure it was about right.

It was rather interesting though how you could easily go from being about average height to being a mouse, to being a giant just by changing the scale of your items.

Lots and lots of POTS

  • Guinea Pigs

Make sure you have some willing to suffer laggy frame rate or other such technical issues lying around. 😉

  • Do as much as you can without VR running

This may be specific to my setup, but the first 12 hours of the jam I was constantly testing things out and having VR running. The VR machine doesn’t really seem to be able to handle that type of workload. At one point while testing the computer started to overheat a bit and the VR headset lagged considerably. So bad that it felt like I was having the symptoms of fainting.

I ended up doing a lot of tests with dragging blocks around in UE4’s editor and flying around, using the VR machine only when absolutely necessary.

Timelapse

And that’s the gist of it! \o/

There’s tons of things I would like to add to the game, so I hope to continue it in the future. Maybe in 2017 😉

For now though, give it a look and maybe a play! There’s a youtube playthrough for those without the Vive.

Thanks for reading!

 

LD #37 quick VR test before going to sleep.

Posted by (twitter: @jtsiomb)
Saturday, December 10th, 2016 11:57 pm

I decided to defer sleep for a bit, to also do a quick VR test. Dropped my libgoatvr library, and entered my unfinished room in VR with the Oculus Rift DK2.

Ludum Dare 37 “One Room” – progress 02 – VR

Now I’m really going to sleep.

The Ancient’s Ones post mortem

Posted by (twitter: @jacqueslelezard)
Sunday, September 11th, 2016 11:33 am

So what happened for my first VR game?

Capture_d'écran_091116_053255_PM

What went right:

  • succeeded to “finish” the game both on PC and Google Cardboard, there was plenty bugs but the game was playable (unlike the two last ones)
  • worked hard on audio, I think the result is ok
  • the overall ambient seems to be immersive

What went wrong:

  • spent to much time on useless assets like 10 different type of rocks
  • some assets and effects weren’t Cardboard compatible, especially light effects
  • wanted to make too much in 48h (I planned too much junctions in my scenario but it was too much time consuming, the result is only a 3 endings scenario)
  • still no time to make textures and shaders (again)

Play the game (including updated version)

VR

VR

 

Small update: the same game …but with no bug (almost)

Posted by (twitter: @jacqueslelezard)
Thursday, September 8th, 2016 3:37 pm

Hi, just a word to announce a small update which fix all the main bugs my compo game had (PC and Android Cardboard). Otherwise it is still the mighty original 48h compo game.
Let me know if you have any idea of improvement, I’ll try to spend some time on it later!

update1
update2
update3

Play here

Oh and maybe I’ll also write a short post mortem soon

Finished, With No Time To Spare!

Posted by (twitter: @Bloodyaugust)
Sunday, August 28th, 2016 8:21 pm

My first VR game is done, and by the looks of it, the first VR game *ever* submitted to Ludum Dare.

 

Check it out here!

First LD VR Prototyping

Posted by
Saturday, August 27th, 2016 5:32 pm

We’re working on our LD-36 Jam Prototype for the HTC Vive.

Check out some video footage:

I’m Virtually In!

Posted by (twitter: @Bloodyaugust)
Friday, August 26th, 2016 6:33 pm

And you know, physically as well. But I’ve decided that this go round, I’m gonna go for an HTC Vive VR experience, regardless of the theme.

 

I haven’t done any VR programming yet.

 

Wish me luck! 😀

 

  • Unity3D
  • C#
  • bfxr
  • FL Studio
  • Atom

Post Jam Update… SPEED BLOX VR!

Posted by
Friday, April 29th, 2016 11:49 pm

Hey there Daredevils!

We would like to thank you for your feedback and
taking the time playing our game!

A few changes are up:

  • One of the most common complaints was that sometimes
    the ‘Cool’ Blox obstruct the view of the oncoming ‘Angry’ Blox.
    Now, all Cool Blox become (semi) transparent once you look at them.
  • Music!

Have fun tripping across space-time!

Check out our game here!

Download it here!

speedblox_action

 

SPEED BLOX VR!

Posted by
Tuesday, April 19th, 2016 6:13 am

Greetings Daredevils!

V R are Weird Cake, and V daRe U 2

Survive a trip through space-time…

Earth life is so Three thousand and sixteen!

Come aboard… our Reality.

– thebrainfuse

speedblox_action

Flying carpet!

Posted by (twitter: @@Zhamul)
Saturday, April 16th, 2016 3:54 am

FlyingCarpet

I’m in ! 3rd LD and VR for first time !

Posted by
Saturday, April 9th, 2016 1:27 pm

i’m in and i will try to make my first ever V.R game
this warm-up weekend i managed to make the plugin for VR cardboard Android phone work
with unity.
I’ll be using Unity with Playmaker + “TrinusVR” plugin
I should receive my cheap plastic headset to have the full experience tomorrow
and be READY TO GO for LD35 !

Forklift Man in Virtual Reality!

Posted by
Tuesday, December 22nd, 2015 5:15 pm

I just got a Oculus Rift for 2 days and I had to make Forklift Man work with it. I overdone it a bit with 4 different cameras that utilize the Oculus DK2 with position tracking.

forkliftmanVR

  • First of all the First person camera, naturally, the trick here was to make the highest spine bone attached to the camera so the arms are always pointing where you are looking. I had to basically move the bone around for that. The result is that it feels relative natural to grow your arms, point around and grab stuff.
  • Secondly the room camera. There are various games that use the position tracking in a very interesting way so that you are basically a giant leaning into a tiny scene. I made this work here too with the room (R) cameras, the tricky part was to make the player still moving around and stuff while the camera is controlled by the head mounted display.
  • The detached camera is really interesting too, you can just press F and the camera becomes detached while the player can move around and you can see his creepy face and his creepy growing. It was tricky to get the orientations all right, it becomes rather confusing.
  • Last but not least a simple third person camera controlled by the HMD.

Another very cool thing I implemented is optional growing by HMD position (B), so when you lean forward you grow your arms based on how far you get forward. So you can grab something 5 meters away by just leaning forward, sounds like the future am I right? This gets really creepy when you get into a detached camera view look into your characters face and then lean forward, so you actually lean forward in the game while the character reaches towards you. The legs growing is controlled by the height of the HMD then , so you can just stand up to be 20 meters tall and crouch to be normal sized and everything in between works of course too.

You can download the new version with the optional VR here: http://tocogames.itch.io/forklift-man

You find all the VR controls and the optional gamepad controls by pressing ESC ingame.

 

Can’t Get Out : Submitted

Posted by
Tuesday, October 21st, 2014 12:09 pm

This is my first Ludum Dare and super excited.  I had been working on a VR Mobile framework and this gave me the drive to actually make a simple game from it.

I started the game in a 12 hour GameJam at my work which I organise.  The theme was horror so I went with the simple get out of the maze before you get killed by the zombies!

My friends at work said they enjoyed playing the game and some even screamed lol.

 

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