Underwater Effects

It has been a while since the last update on Lost Loot.  I have been hard at work on the game during the little spare time I have available lately and I wanted to show off some of the underwater effects that have been added and discuss some of the progress that has been made.  I made a video so you can see the current version in action. I started off with some changes to… Continue reading

Rift Ramblings (Part 4)

Well, it is that time again…  There has been much happening in the VR world.  I guess we are now calling it the second coming of VR with all the new technology showcased at CES and of course the huge Valve announcements at Steam Dev Days.  Now for a little recap… Oculus showed off the Crystal Cove Prototype at CES which has a camera based positional tracking system and a low persistence display.  I won’t… Continue reading

Wave Height for Unity’s Water 4

One of the major issues with Lost Loot was that when you are on the surface of the ocean your body did not rise and fall with the waves properly and as a result you could often see under the water without the underwater system turning on.  This regularly broke the immersion and additionally there was no way to have anything floating on the water either, such as barrels, crates, or even the little red… Continue reading

Super Sluggo – The Planet Eating Worm!

Yes, you read that correctly!  I have been using some of my spare hobby time lately to collaborate on something completely different.  I have been working with my good friend Caleb from Part12 Studios to help take their game Sluggo and morph it into a super awesome arcade game for the OUYA, and hopefully other platforms!  You can follow the official progress on the Super Sluggo Facebook page. OUYA you say?  Yes the little console… Continue reading

Rift Ramblings (Part 3)

It has been a while since my last Rift Ramblings.  I was mildly burned out after pulling together Lost Loot for the VR Jam, but I have been busy developing the concepts for the successor to it. During this process I have been trying to grapple with what makes a true VR game.  VR games extend beyond simply adapting current games to use a stereoscopic HMD.  They also need to bring interaction closer to the… Continue reading

Oculus and IndieCade VR Jam 2013 – LOST LOOT

It is finally done!  The last week of the jam was torture and I spent many late nights and two days with no sleep up until the final submission late Sunday.  It has taken some time to recover and that is why this update is a week late.  Here is a video of some random gameplay from the final version of LOST LOOT.  It is rather long, but as a reward you get to find… Continue reading

Oculus and IndieCade VR Jam – Milestone 2 Status

So we have reached the end of week two.  Things have been a little crazy – I am getting rather exhausted and turning nocturnal.  The game is coming along, but still not anywhere near complete.  I was able to complete the basic gameplay of diving for and recovering loot.  This is my official milestone 2 progress video for LOST LOOT, which is just some gameplay segments diving for loot!     Current gameplay involves parachuting… Continue reading

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

Half-Life 2 and the Oculus Rift

I am convinced now more than ever that devices like the Rift are the future.  Actually being inside the Half-Life 2 world is both mesmerizing and frightening.  Nothing like wandering down dark zombie infested sewers for real to get your heart rate up.  Thankfully I have played the game through almost half a dozen times so I know where to go and what pops out at you.  Doing this for the first time in the Rift… Continue reading