Chuyển đến nội dung chính

A Visit to Oculus HQ and Development Updates


While John was in town for IndieCade, we also scheduled a meeting with Oculus the day after the festival to chat about the future of our game, the rift and more - and also to have John try out the new Crescent Bay Prototype! 



James and I were able to try it out at Oculus Connect a month before, so we were excited to have John try it out and see what he thought...

James asked if we could takes some photos

Within a minute, John was smiling! Like me, he gets sim sickness using DK1, and a little bit using DK2. But we both agreed that this was far superior! It was incredible!

"It's the first time I've felt like I don't care about the hardware, and  I'm just focused on the experience. The rift is starting to feel less like a development kit and more like a final product." - John

James and I were both happy to hear that he agreed with how we felt about it. We've all been developing for and using the Rift now for over a year, and we were all still blown away by this new prototype. It has made us even more excited about developing for VR now and in the future - there are so many possibilities!




"I try to describe Virtual Reality to people using Star Tours...you aren't completely fooled, but it doesn't matter because you are having so much fun" - John

After the Meeting

It was also nice having the team be able to meet up again. It's only during conventions now that we all get to see each other in person (even though we see each other on Video Chat almost every day), so we spent the rest of the day hanging out and playing video games together :)

For dinner we went out with our amazing professor, mentor, and friend Vinnie Morrison, who inspired us to pursue our dream in the first place! With our development schedule, we don't get to go out much (and honestly can't afford to either), so it was great to have the gang back together - at least for a day!

Now for Some Development Updates:
You should read this part, seriously :)
On Release

We get the question "when are you going to release" quite often, and lately our answer has been "around first quarter next year". Being pretty new still to the whole development cycle, we are unsure of how long Testing and QA will take us to really make this game polished enough for release.

We have a lot more done than we had at the beginning of the Summer, and now that Fall has settled in, we are thinking about our next steps. There are still some pieces of levels to build, some mechanics to work out, meshes to make and even puzzles to create - but we've finally found that balance of narrative and game play that we were looking for, which makes our vision just that much more cohesive.

The Beach :)
Making a Game

Making a game is a tricky business. A game is art, is function, is commercial, is getting across a message...is being successful at hundreds of different points of design. Even after talking to many industry veterans, we have still found that there is no agreed upon "right way" to do it.

Growth

For our company, White Lotus Interactive, we want to make sure that this first game is a reflection of what we are all trying to achieve, and what we are capable of right now in this moment. As we grow, our game grows - not in length, but in quality and depth.

See high-res version of this graphic here.



The Creative Process

Of course there are many times we have had stopping points, where we have agreed that something finally works, and is going to be a final piece of the game - but there are also many things that we make every week which will never make it into the final game due to time, our abilities, or the fact that those things no longer belong in the game we are currently creating. The game industry itself is a rapidly changing industry, thanks to new technologies being developed every day - and all of the creative people who evolve along side it. I suppose you could say that the development of a game is like a living thing: It grows and changes, and takes a lot of care and attention.

Example of a stone tablet design that probably won't make it in to the final game
Even after all the broad strokes are settled, we've found that the details and mechanics are what can truly make or break a game. After working on XING for the past 2 years, we can definitely say that the phrase "the devil is in the details" is quite applicable. But don't worry - we will continue to persevere and do everything we can to share this passion project with you guys as soon as we can :)


Nhận xét

Bài đăng phổ biến từ blog này

Platinum #315+316: The Long Reach (PS4 NA & EU)

Hey there! A short and easy pixel-art game with a few survival elements. Very enjoyable! What is the game all about? The Long Reach is a 2D side-scrolling adventure / point and click game mixed with a few survival horror elements. The pixel-art is very appealing and retro-fans will love this game. Most of the time you’re in control of Stuart, who acts as a guinea pig for a company called General Education. After a very confusing beginning, you’re trapped inside this company and you must find a way out. For this, must collect items and solve puzzles. Furthermore, you will learn more about the backstory and the main story will become clearer. Until drugs become involved – from then on, it’s hard to determine what’s real and what’s just an imagination. The game is very dark and the flashlight will become your best friend. Although it takes a while until you find it. As mentioned, this game also contains survival horror elements. Later in the game you encounter some enemies and you must f...

Platinum #249+250: Suicide Guy (NA & EU)

Hey there! Another easy double platinum. :-) What is the game all about? Suicide Guy is an adventure game. You take control of a character who fell asleep on his couch while watching TV. In his dreams, he realizes that the bottle of beer he was holding in his hands is falling to the floor. Now he needs to wake up quickly to save his beloved beer. To do this, you must solve some puzzles to end the dream by committing suicide. Unfortunately, you don’t wake up. Instead, you end up in another weirder dream. There are 24 different levels (dreams). Every dream takes place in another location and has his own unique puzzle to solve. Some of them are quite challenging and it might take a while to figure out the correct solution. What about trophies? To unlock the Platinum Trophy, you must complete all levels and find every collectible in the game (1 per level). Don’t worry if you miss a collectible, there’s chapter select and you can replay each level as soon as you’ve beaten it. As mentioned ...

Injustice 2: Legendary Edition

Injustice 2 is a fighting video game based upon the DC Universe. It was developed by NetherRealm Studios and published by Warner Bros. Interactive Entertainment. It is the sequel to 2013's Injustice: Gods Among Us. The game was initially released in May 2017 for the PlayStation 4 and Xbox One; a Microsoft Windows version was released later in November 2017. An expanded version of the game, titled Injustice 2: Legendary Edition, was released in March 2018 for the PlayStation 4, Xbox One, and Microsoft Windows. Similar to the previous installment, a companion mobile app was released for Android and iOS devices. A prequel comic book series of the same name, written by Tom Taylor, was also released beginning in April 2017. The core gameplay remains similar to its predecessor, albeit with minor adjustments to returning game mechanics. Injustice 2 introduces a new feature called the Gear System, a loot-dropping system that rewards players with costume pieces a...