Game
Unknown VR
8 years ago

3/22/2018


3/22/2018-
Thinking about design, I think that lighting is going to play a key role in this dungeon game, or mini game, or whatever you wish to call it. I think that, if I am able to successfully use lighting, I will bring the immersion up to another level. I was able to make a 3D model of the mustache in Blender 3D, a few days ago, maybe a week ago or so. It looks nice, and at the moment a low polygon style will seem to be the best choice, not only for its simplicity, and character, but also because in 2018, the number of polygons on a 3D VR object is still limited. I wouldn’t say that it’s impossible to make a much higher polygon count game, but for me, being a one person team, it makes life a little easier. Like I said, the whole low poly scene has a certain character about it, and it doesn’t take long to find other games that are using this to their advantage. Taking a look at Rec Room, you can see that it is useful for making VR run on crappy hardware, like a launch PS4, for example, using PSVR. Another thing about low poly graphics is that, while it may not always be the case, lower resolution screens (like on the CV1 or Original Vive (Vive pro launch is going to be soon, it was announced a few days ago, and is on track for being a major flop, IMO)) can still display them nicely, better than HQ models, anyways. My next step with the game is to get some of the Locomotion documented and set in stone within Unity 3D, as well as modeling the eyes of the first draft enemy, the Mustache thing, whichever comes first. Also, I am planning on trying to rig the mustache in the upcoming weeks, so stay tuned for that. I do apologise that I did not write any updates until now, it’s just that i’m working on this by myself, so I didn’t think to. I don’t have a name for the game yet either, so i’m just calling it “Game #”, where the number increases every time I make a change, as in “I worked on it for over 10 minutes, and added, changed or uploaded ___” as the parameters for the change. I find that i’ve gotten to spend an average of 45 minutes working on it at a time, but things like making the mustache and the level design documents took a total block time of about 3-4 hours. Keep in mind i’m learning while I go, so yah :P



0 comments

Loading...

Next up

art comission.

🍒Did you like the game? A demo is available for free on Steam.

✌️ Thanks for playing IndieGameiacs!

⚙️ Free Demo: http://bit.ly/UniDuni

📺 Full Video: https://youtu.be/5qEbVXg7GaQ

#steam #uniduni #clops #screenshotsaturday

Shadow The Hedgehog X pixel art

Werehog transformation process. #sonicunleashed

Horror WIP A track that will be featured in a future horror game soundtrack! Stay tuned!

Likes appreciated ✌️

#gamedev #composer #horrorgame #indiegame #IndieGameDev #soundtrack

Shuiro Haname. #Commission

Commission for @ShuHaname

Call it 'wrong turn'!🚫 The feeling of running into a house with only one exit🚪, and being doomed to die. #pixelart #pixelartist #pixelartwork #art #pixel #indiegame #IndieGameDev #indieartist

Cash Banooca

New Teasers!

Development of my game Juno. This is the rune equipment system.

Usually update over on twitter: https://twitter.com/synrec_kaisyl