MW Final blog post 2

Definitely didn’t get to everything I wanted, all thanks to a windows update deleting my scene file and setting me back quite a bit (thankfully not from scratch as I was able to recover some thanks to github.)

Otherwise I was able to complete a main lobby room, two extra areas/rooms, a slightly hidden bowling ball, and a secret exit leading to the balcony.

New lobby connecting everything
The not so secret bowling ball
Corkboard hinting at something
Exterior of the building

MW Final blog post 1

I’ve decided that I want to expand on my VR project for my final. The three main things I want to expand on is to:

  • Create more rooms for the player to explore, including darker rooms where the player needs to use the flashlight to navigate.
  • Create secret objects that the player can find, rewarding exploration.
  • Maybe create a “goal” in which the player finds an exit onto the outside balcony.

Specifically I’ll probably overall shoot for one hallway and three rooms, two hidden objects, and a hidden yet still easy to get to exit. That will be my set goals for the next two weeks and if I’m able to shoot for more that would be awesome.

MW VR Dev Log 2

I’ve created a space office scene that mostly acts as a small physics sandbox area. The main goal of the scene is to just mess around with physics objects, whether that be bowling with an exercise ball and bottles or creating a stack of tables to reach the roof.

I would overall like to have more rooms, but for now cutting it off at a simple balcony is more feasible in getting this done in time (maybe I’ll choose this to expand it as my final, we’ll see.)

VR MW Dev Log 1

I currently have an old office type room being laid out with custom carpet and wallpaper. I’m still deciding what to do but my top idea is maybe making a low gravity office space where props float about and the player can grab and throw them.

This thought isn’t final though, as I’m still experimenting, but I have been able to get physics objects to work so that’s progress.

Earlier screenshot experimenting with free skyboxes.
Newer screenshot showing off ball physics, currently made it have some gravity so I can view it’s working without the headset.
Ball in action

AR MW Dev Log 2

I’ve decided on the marker template as I’ve decided I wanted to do a simple puzzle where you try and put together a basic model by positioning the three markers in a specific pattern. LINK

I’ve also attempted to fix the duck stack model viewer project for IOS devices, to sadly no success.

What the full model looks like in Godot, going for a sphynx shape, alongside all the actual separate pieces below.
Here’s a test from earlier this week, was pretty unstable due to my old phone.
Here’s it running on the iPad, still a little messy but is leagues more stable than my phone. I also shrunk the size of the model a bit to make it easier to view alongside the markers.
Tried multiple ways to troubleshoot the duck problem on IOS, but the most progress I got was being able to replicate the issue through Blender by joining all the faces. Still not sure why it does this nor do I believe I can figure this out before the due date, but at least it works well on android. Here’s the LINK

AR MW Dev Log #1

Here’s my work so far on the AR project. I am still deciding on which AR system to dive into, but for right now I have gotten all 3 up and running just so I can play around with my options a bit more.

AR Marker displaying 3 different models, sizes appearing to be too large or maybe I just need a better webcam. LINK
AR NFT running, although I encountered a strange issue with the texture of models I import. LINK
Model viewer template running properly but poorly on my 7 year old phone. LINK

MW Dev Log #3

Assets both custom and downloaded have been added to give aid and give visual flare. The alternative path is done, as well as there now being a “winner room” once the player reaches the end.

LINK

Custom flat assets added.
Hint for shortcut, which is revealed when the player returns to the checkpoint stairs.
Other things added to help guide the player.
Imported models with an area collision surrounding it, properly setting up the end goal.
The alternate path, very tricky to climb.
Collectable duck head, with a total of 5 spread out around the level.

MW Dev log #2

More progress on my scene, plus a now exported version that’s easily playable and can download HERE. The main path to the end is now complete, with focus now shifting to alternate, more difficult paths.

MW Dev Log #1

I’ve been working on my first level using the 3D_Game_Template, making a 3D platformer with the goal of reaching the floating island. I specifically want to make it built around the existing moving system and create paths that are more difficult to master.

Screenshot encapsulating all my progress.
The island which is the end goal of the level
Overhead look of the path.
Here’s a run showcasing the progress as well as a shortcut that will lead to an alternate route being quicker to the end (The island has been moved closer so that you are more likely to land on it more often.)