I have avoided the detail of the name for some time. Although Brian came with some ideas using this classic name generator tools I was never completely satisfied. It harder than it seems to choose a proper name. Recess somehow reflect Matt's original idea but it was obviously changed along the development. I liked the words: void, dream, and nexus but we couldn't find the right order. We kept for some time "Just Dream" but I knew it was provisional. In the end, Andy (and the name generator tool) help me to decide for "Distant Dream" which I believe somehow reflect the current idea of building your own virtual space. So I guess this would be it.
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With 2 weeks remaining for the final day, our feature team has almost everything done. Paul has been asking to give some feedback on the Game Design Document so I took some time to do it. Overall, it looks like a summary of everything we have. But there are certain sections that need to improve, I just wrote down my point of view in those ones. Matt also asked for feedback for the prototypic codex. I haven't looked it yet but I will be providing some in the following days.
I was worried a few weeks ago about the performance of the team but now I am positive we will be passing this class without serious issues! I was reluctant to show anything from our project in Demo Day. Since Seth told me that we couldn't display actual gameplay I was frustrated about it. I never saw a way to show a Virtual Reality experience without actual gameplay. I even read that this is a real problem to adverting VR games. They are experiences that need to be lived. In the last minute, however, I decided to go just to join Nuhi. So I just made a quick presentation with our main features, tried to pick key images to show the basic idea. It was also kind of hard to me because I didn't feel prepared to defend our game in public. Not because I didn't know what we were making but because I still don't have enough reliability in my English skills. So I explained the bullet points to Jeremy (some parts in Spanish) and let him take care of the rest. I also felt he was a good speaker.
This is it. Just I a few days before Demo Day and I cannot say we are prepared at all. In the end, we decided to cut off the gameplay presentation just because it wasn't ready. We still had serious merge and bugs problems there was no way we can show something like that. Matt asked me to help with the presentation, so I started to fill out the slides that Jade has created. It was hard for me to find nice images of the models we already had in the build. I liked Jose's Game Over clip so I inserted in the end game slide which ended up looking pretty nice. But I guess the hardest part was to meditate on why and how we failed as a team for the "Problems" slide.
Finally, Chris had all the pieces he needed to make the first playable. Andy offered himself for the playtesting sessions. I was glad he did because I realized in that moment that cannot stand Virtual Reality. I feel sick in a matter of seconds don't know exactly why. Emil told me that it is natural that our brain has a problem to "believe" the virtual space and when our movement doesn't match what we are seeing people starting to feel dizzy. Other classmates told me that it was framerate issues, anyways, I wasn't able to play and several people got also dizzy. I had no idea how to solve that problem, it's beyond me.
At least Andy helped us a lot regarding polishing details such a resizing or adjusting stuff to floor or walls, changing the dimensions of the space, making sure the music works and finding an invisible object that ended up floating in the middle of the room for some reason. It was actually quite productive. I uploaded the environment to the drive waiting for Chris to insert it in the drive. When he did it there were problems as always. Looks like the terrains was so heavy that it was messing with the framerate of the build. I tried different solution but nothing worked. Then Tyler appeared telling me that the problem was the bushes because we had a lot and each one was a different model. He was right but this left us with an old issue again: how to differentiate each player's starting areas.
We found a painting tool which allows us to change the shader. It wasn't the most elegant solution ever but at least worked. |
AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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