I forgot to mention that I have the head tracking working on the Oculus Rift and that the sensation of being there is Amazing.....
I will try to record a video and post it as soon as I have the new helmet model working ingame.
Astronaut: SpaceWalk
Monday 20 January 2014
New Helmet
After finding the proper reference I have finally completed the modelling of the new First person view helmet.
Here is a comparison with the current low poly one. It is not a fair comparison as the low res one was to be seen very small but...
Here is a comparison with the current low poly one. It is not a fair comparison as the low res one was to be seen very small but...
Friday 17 January 2014
Three lines of work
Work on the PC version is now starting to get momentum after the Christmas brake.
I have three different lines of work open. I am working on a higher resolution helmet for the first person view, working on the Menus for PC screens and also rebuilding the whole Space Shuttle to meet the standards I would expect from a PC game if I was the player. All the other assets will follow.
I have three different lines of work open. I am working on a higher resolution helmet for the first person view, working on the Menus for PC screens and also rebuilding the whole Space Shuttle to meet the standards I would expect from a PC game if I was the player. All the other assets will follow.
New geometry being worked on
Below is a screenshot of the currently used geometry
My main target right now is to get the game working for Oculus in the PC with the current graphic quality.
The game is currently working but all the mechanics need to be changed for a first person perspective.
Sunday 8 December 2013
PC version with Oculus Rift virtual reality support.
I finally made it.
I have the game running in the Oculus Rift.
I still have to do quite a lot like improving the textures, changing the user interface and make the camera first person but I have already seen it in virtual reality 3d and I loved it.
I still can't do the head tracking but hopefully I will find a way.
It will take some time but all the effort will be worth it.
I have the game running in the Oculus Rift.
I still have to do quite a lot like improving the textures, changing the user interface and make the camera first person but I have already seen it in virtual reality 3d and I loved it.
I still can't do the head tracking but hopefully I will find a way.
Ingame Video Tutorial
It has been a long time that I wanted to make a quick tutorial about how to play the game.
I have finally made it. It is not that short but I think that it covers all the mechanics of the game.
I think it will help anyone that might get stuck with the waypoint navigation, alignment and docking.
I have finally made it. It is not that short but I think that it covers all the mechanics of the game.
I think it will help anyone that might get stuck with the waypoint navigation, alignment and docking.
I hope you like it and find it useful.
Monday 11 November 2013
Astronaut Spacewalk HD trailer
Hi.
After a long time working trying to capture a few videos from the game I have finaly managed to get a capture device so I can get the videos straight from the iPad.
I had to make a special build without buttons and user interface and finaly have completed a teaser trailer. It took a while to capture because I had to play the game guessing where all the controls were.
I hope you like it.
After a long time working trying to capture a few videos from the game I have finaly managed to get a capture device so I can get the videos straight from the iPad.
I had to make a special build without buttons and user interface and finaly have completed a teaser trailer. It took a while to capture because I had to play the game guessing where all the controls were.
I hope you like it.
I am now working on a tutorial video following a similar format. I quite like how it is coming together. It will show how easy the game can be once you get used to some simple procedures. I will post it as soon as it is done.
I would also like to say that I am thinking on making a higher detail PC version targeting the Oculus Rift. Would it interest people? Should I Kickstart it?...
Friday 12 July 2013
iPad version completed and submitted to Apple for review
Hi.
Sorry I haven't been posting for quite some time.
I have been very busy dealing with my second new born son for the last 6 months while sacrificing quite a few precious sleep hours to complete the iPad version of the game.
Unfortunately the iPad version is not Universal. I have made a few changes that can't be supported by both platforms, mainly user interface and memory related issues.
I have fixed a few issues with the collision physics, changed the music and many other small fixes.
The bigger improvement is the new control layout and camera FOV. It lets the player enjoy the views while being clear and concise.
Sorry I haven't been posting for quite some time.
I have been very busy dealing with my second new born son for the last 6 months while sacrificing quite a few precious sleep hours to complete the iPad version of the game.
Unfortunately the iPad version is not Universal. I have made a few changes that can't be supported by both platforms, mainly user interface and memory related issues.
I have fixed a few issues with the collision physics, changed the music and many other small fixes.
The bigger improvement is the new control layout and camera FOV. It lets the player enjoy the views while being clear and concise.
The Menus have also been changed.
Let me know any comments that you might have. I really hope you like it.
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