Took a step back over the holidays to re-evaluate. Andrew and I agree that we'd be idiots not to make a game in/for VR. I work in VR everyday using Unreal with the Vive. Why would I NOT use that skill set to make something fun? We're scaling back the features that were going to be to give us more iteration time for menus and controls in VR. Dropping the complex inventory system, in favor of simplified one... as just a small example. The game is developing as we go. Andrew still needs a headset, and I only have the DK2 at home, so we're working on getting him one. We also need a Vive or Crescent bay to be able to test quality to performance ASAP. Its hard to know what level of detail is needed or can be obtained until we get one of those headsets.
Here a look into the blocking I'm working on this AM.
Saturday, January 16, 2016
Monday, December 7, 2015
Working on the soldier and skeleton with their armor combinations. Just designing and modeling them out right now. Soldier is pretty fleshed out, skeleton is still a WIP. Nothing is UV'ed or anything, also trying to keep their poly count low, as I'd like to have a lot of them on screen at once.
Wednesday, December 2, 2015
Thinking about cutting "it" down to the bare essentials, going back a little to say what is this game really about. What is fun about it? I reduced Todd down to 1250 tri's and I think with the camera height we're thinking of using this will be more than enough.
Tuesday, December 1, 2015
Working on a smaller experience for our game that will be part of the larger but something we can show and share before the big picture is done. More on that as we figure things out. Here's the tree look I've been working with.
Monday, November 9, 2015
Worked a lot on the colors of the environment and the frequency of the details. There's a lot of changes from water to grass to normals and materials.