Log 1 - The idea
The idea came to us in a really simple way. We wanted to keep the same game concept as our previous game,
but use everything we learnt from that game. That's including all the feedback we got from our users.
We're also both fans of steam punk games, so that also helped with what the environment would turn out to be. But also adding
levels and a more interesting and interactive environment. The aim here is to make this game not only really
comfortable, but intriguing and more-ish. A visual extravaganza. That's what VR is all about right.
Log 2 - Building the system
Once we had the idea in place, it was really a question of comming up with the core system for this game. For example, understanding
what interactions will happen in the game, where the obstacles will come from, how the environment will move and interact with the player.
All of these things change how the code will be written, and also allow us to think ahead on how we can make the code flexible as to add new features as we progress.
Because that always happens. As we build, as we play, as we test, we will come up with more ideas and fun things. And flexible code allows us to add these new features
easily rather than having to scrap the current work to add a new element, or worse, not add the new element at all due to time constraints.
Log 3 - How does it feel
Funny enough, we actually started off with the idea of having photographic texture. Going for a grungy, dirty, rusty feel. But after testing the first bits of the game
like that, we prefered to take a more abstact colourful route. Because the feel was different, we use the fog colour and camera effects to generate the mood of the environment,
leaving the assets almost blank with some shine to them. We like the dreamy feel mixed with the speed. We want it to be relaxing btu also engaging.
Because VR isn't all about feeling always surround and oppressed by a high action speed thriller. We can also mixed various emotions together, and the choice of music adds
to the experience. It keeps you in a rythm, allowing you to follow the pace, relax, admire the huge animated environments and progress through the levels.
Log 4 - How to end development
When coming to the end of development, we start the testing phase. A lot of game play time from us, but also showing it to others to see their reactions, and how they feel about
the gameplay themselves as first time players. Because that's important. I've played hours and hours of the game during development, so it's hard for me to tell if it's too fast, to complicated,
to bright. Because I've gotten use to it all. We can say to 90% that the game is complete, but until others have tried it we'll never be able to
get that final 10% that is the most important: what others feel when they play the game.
It's all about the audience, they want to be entertained and we are here to make that happen. To take them on a journey through VR, and allow them to enjoy it to the fullest.
Who are we? We’re VR loving, game playing, creative thinking,
environment making, sound designing, movie watching people. We are overly enthusiastic
about VR and it’s capabilities, and want to share that with all the other VR enthusiasts.
To share games and concepts with the community, who are very active and hungry for a future
where VR feels natural. Of course we all still have a long way to go, but we have to start somewhere.
The first VR headset we got was a DK1, day 1 from Kickstarter.
It was to play games with, which happened. But after a few weeks we
saw lots of potential for the future (much like everyone else) and decided to stop playing games
(okay maybe just a little bit) and start making games. So we created a few games here and there,
experiences, films etc… And over time we have come up with ways to push VR in the right direction,
in the way that we believe is good.