OC5 wrapup: It was amazing seeing so many of you at OC5! I’d like to especially thank all of you who stopped by our makeshift booth. Watching people play VR SeaLegs and Slime Rancher VR was an incredible learning experience. We had a great time, with good laughs, silliness, and all-around shenanigans (thanks to Nelia […]
Status: We continued working on the Seaside Town level, and to give it a bit more life we added some textures. We reviewed and added our script for the voiceover lines, and on Saturday I recorded my good friend and amazing vocal talent Maureen Honoré. Here’s a bit of the intro and a couple work […]
Project status: This week we integrate Unity’s event system into a 3rd party dialogue system. This allows us to run unity events based on dialogue nodes. We added sample dialogue interactions, more art, and a few sound effects to the Seaside Town. One quîche On a personal note, I have a real problem with sharks, […]
The story: You start in a gray and neutral place. You look around, and a voice begins to speak. She tells you that you are in Conversion. She guides you through the steps necessary to re-embody yourself in her experimental robotic host body, and you enter conventional reality in her laboratory. The mysterious voice is […]
This week we continued to focus on developing our first areas. We settled on a basic look and feel for the Conversion Area, and made final decisions on how the player converts from a digital projection. The basic idea here is that the player will need to build a pattern enhancer (yes, I do love […]
Our first step during design was to develop the methodology behind our choices. Here’s our plan. Read our blog posts to unlock more content! Why should we pick one movement style over another? Which can we trust for VR newcomers, and which are more advanced? We are starting with teleportation as it is the most […]
Our goal for VR Sea Legs is to be the first VR game you play after introductory Oculus apps like First Contact. To make spaces for players to interact with, we’ll need to start with level design. Design of the first level in our game is critical to the success of this project – this […]
So I’ve talked before about our VR movement system. Now we need to answer the question – if our movement system is so great, why do we need VR Sea Legs? Our VR movement system has been successful in reducing simulator sickness, but it’s not a silver bullet – not on its own. Users need […]
We are proud to introduce Version 2 of our VR Movement System for Oculus Touch and SteamVR available now on the Unity Asset Store! We have improved Version 2 with an easier-to-use Inspector and have made the movement systems modular. This will allow you to test different movement systems more quickly and efficiently. You can also […]
The VR Movement System for Oculus Touch and HTC Vive is a movement script we created to help abate the motion sickness endemic to virtual reality (VR). We’ve built a suite of tools to aid developers in choosing the most appropriate movement system for their game or application. The system allows users to better signal […]