Hey folks!
Daniel here! In this devlog I’ll be talking about what i’ve been working on and some plans and thoughts I’ve gathered since last time!
Materials and 3D-modeling
I have been working on some 3D-models and materials. I started off with making a material that we can use as scales for our fish. This material is currently used to get rid of that awkwardly flat surface the fishes have now due to the low-poly style. I have also started making some 3D models that I will implement into the game. Below I will show off my latest masterpiece, the great cat… ehm, fish? snake? Oh well, 3D-modeling might not be my natural calling but I am learning a lot and having fun! As long as I don’t give up I won’t consider it being a failure.
Camera display in VR with shutter effect!
The biggest feature I have been working on is to create a camera shutter effect and then make it so it works in VR. I am using an Unlit/Transparent Cutout shader with a texture to simulate the shutter effect. I made a script that takes the Alpha cutoff value from 1 down to 0 and back up to 1 again. To easier demonstrate I will show the texture below, and then also a gif showing the result, do keep in mind that the gif does not properly show the shutter effect due to it’s speed. But you will atleast have an idea of how it looks like!
To add to the feeling of it being a camera I also added my camera display texture, this does not only give it a nice feel, but also shows the player clearly that “okay now I’m currently using the camera”.
Things I have left to do with the shutter effect is to add a nice vibration to the controller when you take a picture, this is to further add a confirmation to the players action.
Ported PC controls to VR
Since i am working a lot with feedback it was time to make the VR controls work properly, I sat with a programmer as he ported the controls to VR, so I could learn how they work and so that I can work with them on my own later on. With this knowledge I’ll be able to add vibrations, tweak input and add actions that the player can perform. So far the controls are rather simple, and this is because we need to test different configurations before settling down with a certain system.
Final thoughts
So far I feel satisfied with what I have accomplished, and with the core mechanics we have implemented into the game so far I can really get down to business. There will be a lot of working with controller feedback and controller schemes. But I will also soon start working on some visual feedback. Something I still really want to start working on is some particle effects, I think I will be able to add some neat ones and hopefully it will add to the overall feeling of the game.
And that’s all for this update! We’re soon arriving to the holidays and the updates will slow down a bit, but do not worry! We will be back at full speed after the holidays. Thanks for reading and I will be seeing you soon!
//Daniel
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