Launch Pad Blog 6/18/17
Thoughts from week 1:
I want to study the gyroscope data from the Galaxy7 / GearVR. My thought is this: I’ve spent time getting familiar with the Rift’s capabilities, I’ve studied the Touch API, and written my own controllers with it…so I feel when it comes to Rift games, I have a good idea of what’s possible in Unity3d, however, I need to step back and do homework because Gear VR is ‘new’ to me. Well, not brand new completely..a gave a two week long valiant attempt at developing a unity3d game for the original GearVR when it came out. It was a mixture of tedious iterations and my inexperience that lead to not much in terms of fun.. I told this story on my launchpad application.
But, things have changed since then… I’ve learned new techniques for working with the GearVR that make life a lot easier. In a few short years, things have improved a lot!
So back to my original thought, get gud at GearVR. Spend time exploring the new controller, and API methods for collecting user input. There’s theory, and then there’s implementation. Building things grants experience and sometimes tools.. so gyroscope. Why? My thought is that for a dance game, I need a way to pickup player movement. I want know when some one is nodding their head to the beat. My gut is telling me the gyroscope data is a good place to start. I need to study the docs for any user feedback endpoints and start modeling it in Unity3d… including the new GearVR controller. When I have a sample of that data and some control over it, then we can get into designing user experiences with a full toolbox. Also the business of optimization…. please let the sampling of input data be inexpensive! GearVR is a resource strapped environment.. so RAM rich, so cpu contained.. so much heat!
So getting a scope for user input, and a metric on the amount of resources that sampling consumes is step one for me in my research. With that information, I can being to think about what’s left in terms of resources, and how to spend it on exacting our vision. For Danciverse, consideration #2 is going to be audio. Yes audio.. and oh yes I realize specialized audio can be expensive. After accounting (and it feels like bean counting) for audio, then what kind of resources are left? This is the kind of discovery that needs to be done in order to think critically visual aesthetics. Hmm… What looks pretty, has low draw call, and can tell a story? Leave it in the comments.
Idea for game concept:
Test your rhythm skills while being transported to a diverse collection of locations! In the Danciverse [VR Dance Party Game] you are in control of the environment’s energy level by moving to the beat. The more in sync with the music your movements, the more lively the party… and who knows what else could happen?
First track sample:
- [ ] Technical proof of concept work.
- [x] Development of a logo.
- [ ] Continue research into potential IP conflicts
- [ ] Continue working on music to reflect themes .
- [ ] Research the Unity Asset store for pre-made content that fits.
- [ ] Record screencast style updates and tutorials.