In the name of Open VR

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Big strides made last night. It seems that Devin replicated and improved the bow/arrow shooting mechanic last night. Thats pretty impressive for a guy that doesnt own a headset with hand controllers.

After an hour of pulling our hair out we discovered that what open vr/steam calls the trigger function on the controllers isnt really the trigger…. Its actually called hair-trigger. Pretty intuitive right? Another small victory against the trainwreck that is steamvr. All the stick slinging functions are there for the most part.

I’m working on the base bow model and the rigging system for it, which turns out to be more complex than I thought.  Who doesnt like a challenge though right?

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Remember when I said that SteamVR was going to be a headache? Its turning into a full-on migraine.
Keeping things like controller setup and menus persistent from one level to the next is offering up quite a challenge. We made some progress last night but its slow, all due to the massive lack of documentation on Steams behalf.

The shop, where you start new games, purchase upgrades, etc is coming together. Devin has the level/map loading working well. I’m working on the load screen art now, which just happens to be part of the SteamVR stuff…. any wagers that its going to be a pain free experience?

Growing pains

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Hey SteamVR developers, listen closely….” D O C U M E N T A T I O N “

I’m not a code guy by any stretch but its painfully obvious that the SteamVR API at minimum needs some sort of reference or basic knowledge base. We struggled for a few hours to get the controllers and HUD to work together before Devin stumbled across a forum post stating that the Update_Poses script has to be added manually to the Eye camera before anything will work.

Maybe include that in the release notes???

So we think we have a grasp on the camera and controller situation. I feel like this SteamVR thing is going to be a continuous headache…

And so it begins….again.

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Hey its me Joe… the art guy……….
So a VR archery game….. yea, lets do this.
I think all the VR archery games found  inspiration from The Lab Longbow demo. Years ago I shot competitively in archery tournaments and when I played that Steam demo I was hooked. I played just about all the VR archery games that were available and the only thing I could think while playing them is “this could be really cool”…  So about 3 weeks ago I told Devin (code guy) about a rough VR game idea I had. Its an archery game with a few new different elements from whats available in any other game. Devin is not the biggest fan of VR so he told me to mock up a few levels and he would think about coding it so we could get this project off the ground.

I roughed out a few levels using some pre-made assets and some art I created. I added a logo and some music for effect and after a week or so I had enough to throw together a bare bones demo for Devin. He watched it, made some comments and off we went making out first VR game. So solid week into this now we have a working menu system with the touch/vive controllers, a couple of maps that look better than anything thats out there and we are making good progress. After brainstorming and pushing some polygons around we came up with a few original ideas. Devin had the thought of moving shooting platforms…. so we have mocked up and are planning on developing a river ride type map, a cave map with ore cars and a few others. I’m happy with the progress made in only a week, maybe we can keep this momentum. Stay tuned.

arrowborn