Thursday, April 14, 2016

Vive Game Punch List

Initial Game Punch List

Whenever I start a project, I need a to-do list. I've built a game before using Blender and UDK so I am somewhat familiar with what I need to do. Because I am switching tool sets, I will need to invest time into learning those. Attempting to run forward without footing in these would be foolhardy.

As I learn more, I will adjust the list, but this is my first go at it:

[ ] install unity
    [ ] learn unity basics - digital tutors (62 hours)
        [ ] Quick Start (3 hours)
        [ ] Indie Game Development Pipeline (29 hours)
        [ ] How to get started in Unity (21 hours)
        [ ] Programming in Unity (9 hours)
[ ] Get Vive working in Unity
    [ ] Setting HMD and controllers
    [ ] Vive VR Tutorial
        [ ] (VR Dev School)
    [ ] Install Seam VR
        Version: 1.0.8 (Mar 07, 2016) Size: 3.8 MB!/content/32647

3D Studio Max
[ ] start 1 month trial (about $185/mo after that)
[ ] learn basics - digital tutors (17 hours)
[ ] Creating game art in 3DS Max: (105 hours)
Maya (not using this)
The alternative to 3DS Max is Maya. It appears to be more powerful but more difficult to use. Since many games are made with 3DS Max, I'm going that route. If I went the Maya Route, it would look similar to 3DS Max:
[ ] start 1 month trial (about $185/mo after that)
[ ] learn basics - digital tutors (55 hours)

[ ] Study "The Lab" Teleport
[ ] Implement Teleport
    [ ] show (X) at teleport spot
    [ ] move position at press of button
[ ] Polish Teleport
    [ ] fade into new spot
    [ ] create arch to new teleport spot
    [ ] show current place space outline at teleport
    [ ] make arch into a 'tube'
    [ ] define a teleport boundary (X cannot go outside of it)
    [ ] define a teleport distance limit (arch cannot go beyond this from you)
    [ ] add sound to teleport

Flying Platform
[ ] circular platform
[ ] land below (approximately 10,000 feet)
    [ ] land should be grids that can be randomly put together
    [ ] land should slowly move under platform
    [ ] new grids added ahead and old grids delete behind
    [ ] each grid has different components
        [ ] farmland
        [ ] buildings
        [ ] roads
        [ ] rivers
        [ ] trees
    [ ] each grid should connect correctly with the neighbouring ones
[ ] clouds
    [ ] clouds move slowly
    [ ] clouds are fog volumes
    [ ] clouds have a shadow on ground
    [ ] platform has a shadow on the ground
    [ ] clouds below, at eye level, and above
    [ ] clouds obscure ground so add/remove of grids cannot be seen
[ ] day/night cycle
    [ ] afternoon/evening/night/sunrise/morning
    [ ] moon
    [ ] stars
    [ ] sun

[ ] Birds should fly by
[ ] Birds fly in a group
[ ] Birds land on and leave platform

[ ] put sound at a spot in space and hear it correctly
[ ] wind outside


  1. I'm interested to know why you've dropped blender for Max?

    I started using blender a year and a half ago mainly due to seeing this blog. I wanted to make the VR cave also using UE4. Never got it finished as blender took all my learning energy.

    I'm almost at the point id feel confident enough to make stuff in blender. Anyway good luck with your project.

  2. I haven't yet. I love blender. I need to learn Max to see how it compares and if it is worth the cost. When I was doing the VR Cave, I saw some of the work he did in Max and it looked better and easier than Blender.

    I will also be doing a comparison of Unreal to Unity for performance. I found Unreal 4 versus UDK3 didn't feel as tight/clean in the Oculus HMD. I think unreal has more features and complexity, but Valve used Unity for some of their demos and it worked really well.

    1. Yeah I would also like to use max to see how it works in relation to blender. I've started doing a lot of archviz in blender and it's actually quite good but all the glamour renders tend to be done in max.

      I've not tried unity so will be interesting to see your thoughts versus ue4. I followed the CG cookie course for blender and unity and it looks quite well interstated. The fact you can drag and drop blend files right into unity and have them link for appending later is s great feature.