Welcome to our development blog!
We are students at Folkuniversitetet in Skövde, Sweden and we’re here to explore the sea and build a game in VR, with all it’s challenges and possibilities!
Currently we’re working hard on defining the core mechanics, structuring up the project and experimenting with the environment flavour.
My first quick’n’dirty mockup of an underwater vibe in Unity
As part of this project we have been tasked to keep a rigorous devlog about our progress and what we learn along the way. Gamejolt will be our main place of communicating with you all and post stable builds of our progression.
This is an 8-week game development project which will also be the platform of our (individually) chosen thesis-reports.
The tools we will use to keep organized are GitHub for version control, Hack’n’Plan for project management and daily scrum-meetings to stay up-to-date with each others tasks and progress. We chose Hack’n’Plan since we didn’t have any previous experience with the tool but we’d heard lots of good things about it, especially for game development.
Last week we unboxed the brand new HTC Vive that was commissioned for our vocational education and we’re all eager to get into the bits and bolts of designing an experience for VR. Most of us have never even had the opportunity to try out VR-hardware, let alone design and program for it so this will surely be an educational journey!
We’ve settled on using Unity for this development cycle. This is not because we dislike other engines in any way, but simply because our collective experience is less limited with C# and monodevelop tools - and we want to make the most of this opportunity to work with fresh hardware tech.
Since we started out with a very open-ended design document it means that most of this start-up runway have been spent hammering out details, defining roles and setting up the production pipeline (Tim will get more in-depth on his initial pitch and design thoughts in a later post).
This was just a short introduction but we’ll get more in-depth over the next few months!
// Per-Emil
A pass at setting up usable underwater effects
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