Oculus and IndieCade VR Jam – Milestone 1 Status

My entry in the Oculus and IndieCade VR Jam is taking shape.  I am creating a casual treasure diving game designed specifically for VR. Here is the official description: “LOST LOOT: A casual exploration game designed for VR and the Oculus Rift.  It combines relaxing gameplay with an interesting environment and a touch of adventure.  Dive for lost treasure!  Search submerged ruins and ancient shipwrecks for gold, jewels, and artifacts.  Watch your air supply and… Continue reading

Rift Ramblings (Part 2)

I am currently in the process of prototyping the character setup for my game.  I am developing a game that has a first person perspective and allows you to look down and see the body of the main character you play.  This main character is also wearing human/alien hybrid tech that is composed of a tablet/visor system.  The tablet is used as a main control device for the related visor which acts as an augmented… Continue reading

Rift Ramblings (Part 1)

Well, it has been about two weeks since the Oculus Rift arrived.  I have spent many hours with the device glued to my face, exploring what it feels like to be inside a computer generated world instead of looking at it through a flat window.  The experience can best be described as stunning, with a sense that this is the beginning of a new paradigm for anything involving three dimensional graphics, especially games.  There is… Continue reading

The character creation process

After some time away, I have started to dig back into AOS.  Things have been progressing a bit more slowly since the end of last year and I have had a number of side projects going on that are taking away from my time working directly on AOS.  However, some of them will eventually be beneficial to this project over the long run.  I have reached a point in the development of the framework and… Continue reading

Global Game Jam 2013 at MIT

I finally got to my first game jam this year.  I have wanted to go before but never took the time out of a hectic schedule and committed to one.  I have to say that it is a lot of fun and everyone who gets the chance should try and go to one.  It is fun, you get to meet new people, and you really can go wild with ideas and do whatever you want.  My only… Continue reading

Better looking environments in Unity (Part 2)

This is the second part of my series on better looking environments in Unity.  It has been a while since the first post and Unity has made a lot of improvements since then.  In this part I wanted to cover the post processing effects needed to achieve a more dramatic look, like the one in the current set of screenshots that I posted over the summer, which can be found in the Media tab. With… Continue reading

The Oculus Rift and the dream of Virtual Reality

Well, it seems VR has made a comeback with the Oculus Rift HMD Kickstarter.  Inspired by a dedicated hobbyist named Palmer Luckey and supported by John Carmack from Id, it seems we are going to have something very special in the coming year.  The Oculus Rift is unique with a wide field of view and low latency tracking.  It will be a consumer version of a true immersive stereoscopic HMD. The hype level surrounding the… Continue reading

Unity 3.5, Mercurial, and BitBucket

I have successfully updated my project to 3.5 and switched to using external version control, moving it into a Mercurial repository.  I am still a little dismayed that Unity doesn’t work a little more smoothly with things under version control.  Having a second set of meta files for everything means that you need to manage moving and renaming everything yourself and then doing the proper commands to your VCS when you do that.  Workflow like… Continue reading

Turning day to night and other Unity lighting tips

I found a thread on the Unity forums on lighting tips a while ago that had many good suggestions and came up with one I posted there that people may find useful:  I have been playing a bit with the lighting using the deferred lighting rendering path and dual lightmaps. I played around with a technique to make it go from day to night with the same lightmaps by changing the directional light color and… Continue reading

Better looking environments in Unity (Part 1)

After developing a prototype forest scene a while ago, I wanted to somehow improve the terrain textures to look sharper and have more detail.  I have been thoroughly inspired by the environment art of an indie action RPG that is in the works called Grim Dawn.  After some pointers by other Unity developers I recently found a way to get the terrain in Unity to incorporate bump mapping.  I have been pleased with the results… Continue reading

The endless complexities of an RPG framework

I was recently browsing the unity forums and discovered another post of someone wanting to build their own RPGs.  They naively ask the question, “How do I make a game?”  Like someone could answer in another sentence or two with the steps.  It started me thinking about the framework I am toiling on and just how much further I need to go to reach some kind of critical mass.  I seem to be drawn down… Continue reading

The modern game engine

When I was in college, or should I say in a previous life, since it seems so long ago, I remember playing games with great intro movies.  I always commented to my friends, hovered around the monitor, how one day not too far away, the actual game will look as good as those scenes. Of course, by standards today, those scenes looked like a student animation project done at the last minute with poor art… Continue reading