Updates about my experiences with game development, programming, and making awesome games.
Saturday, May 28, 2016
Explosive Power
Wednesday, May 25, 2016
Wave Magic is Shaping Up
This prototype has come a long way since last week. I've added a load of placeholder art assets which is a step above the cubes and capsules from before. I have a rudimentary menu that allows you to customize you're spell load-out now. In addition to this I added a rock wall spell, 1 enemy type, and a basic enemy spawning algorithm. Playable demo should be up this weekend. Just need to do some more testing.
Sunday, May 22, 2016
Spell Casting in VR Update
Thursday, May 19, 2016
Playing With Fire
I recently got my Oculus Rift in the mail and had to start playing around with some ideas. Here's a short demo of a spell casting concept. I used the leap motion from hand tracking and used opening and closing my hands to fire spells. You can also affect the speed of the missile with the velocity of your hand. When my palm opens to about 60% a spell is fired. It's a pretty fun little concept I may expand on.
Thursday, October 29, 2015
Mobile Infinite Downhill Derby VR
I recently started working on an infinite arcade style racing game which uses nothing but head tilt to control the vehicle. The turning is controlled by rolling your head slightly left and right. This allows you to also look around without steering out of control as well as not requiring the use of a controller with the Gear VR to play, check it out.
This video may be down and the old file is missing, here's a link to it on facebook:
https://www.facebook.com/anthony.graceffa/videos/10203659919217039/
I modeled the car and road pieces by myself. Currently working on a track generation algorithm.
Next on my list to script is:
This video may be down and the old file is missing, here's a link to it on facebook:
https://www.facebook.com/anthony.graceffa/videos/10203659919217039/
Next on my list to script is:
- Suspension updating the axles correctly.
- Random traffic
- Scoring system
Thursday, May 7, 2015
New Fauxtography Video
Once again, challenge post page here:
http://vrjam.challengepost.com/submissions/36226-fauxtography
Thursday, March 19, 2015
Fauxtography Progress
I've started a repository for my scripts if you want to see them, I'll be uploading everything with a delay of a few days:
https://github.com/AnthonyGraceffa/Fauxtography-VR
My favorite part of this project so far was choosing how to grade photos. I first started fiddling with some way to judge the photo based on where the subject was in the picture by doing a bunch of vector math. I originally wanted to get the user to try to use good composition and the rule of thirds with their photos but I ended up going with something simpler. Photos are awarded more points if the subject is centered ( 20 degrees or so away from the center) and how close the subject is to the camera (judged by the magnitude of a vector shot towards the target. For now this is all I'll do to grade the photo but I may change my mind in the future.
A "SnapShot" taken from the game
Finding if a "Target" was in the photo was also interesting. I originally just used Renderer.isVisible() but this does not take into account something being behind another object even if its in a camera's view port. What I ended up doing was looking at each subject that was visible, and then fired a raycast at it. If it hits, it counts as being captured. The result is if the target is obscured enough the ray may not hit it, but I'm going to play this off as "You need a clear shot" to get points for capturing a subject. Once again this is also subject to change later.
So far so good, the next things on my list to implement are the photo album, the ability to delete snaps from the game, animal AI, and finish building "Bidwell Park". Some people have requested the ability to "zoom" but since I'm building this for mobile I want it to work with only one button, maybe I could use voice commands or something, I guess we'll see.
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