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[APK] Islands in the Sky - Finalized

ricard2798ricard2798 Posts: 432
Hiro Protagonist
edited May 2015 in VR Jam 2015
So here is the finalized APK and video...
I really hope I was able to bring that desktop gaming feeling to the gear vr.
There should be about 20+ minutes of unique gameplay in the game, so hope you enjoy it.

Here is the VR Jam Submission page:
http://vrjam.challengepost.com/submissi ... in-the-sky

Here is the youtube video of gameplay:
https://www.youtube.com/watch?v=XKtSw5gSCWk

Here is the apk link:
https://vrjam-submissions.s3.amazonaws. ... ds-sky.apk

Thank you for your support and good luck




Old outdated info going forward... latest info above this line


Hello peeps!!!

NEW APK from may 10 at 5pm :)

https://vrjam-submissions.s3.amazonaws. ... ds-sky.apk


New video of mission 3:
https://youtu.be/ymHiCrMLMt4

Also, make sure to try our the demo with the APK link below :)


New update:

lets see if the global apk works this time :)

https://s3.amazonaws.com/vrjam-submissi ... ds-sky.apk


______________________________________________________________________________________________________

I am a VR Hobbyist working on an entry for the mobile jam. I am alone, with no team, but got a few friends that have helped me a little with some stuff, yet, the bulk of the project so far is a one man effort. So i present you with...

Islands in the Sky:
This is a Vr flight experience on a future where the world has experienced a large scale even that has forced mankind to seek refuge high above the clouds. there is a more detailed back story and mission details, but i want to keep those for the actual VR entry if I get lucky enough to be selected.

The project is running on unity 5. Hopefully, if some of the bogs get corrected, i will be able to develop more features and types of level variations (there are already variations, but some ideas are at the mercy of proper functionality of unity 5.

Anyways, here is a video of the current prototype build of a level (which already runs smoothly on gearvr). I changed the camera to single render for video capture purposes, but the smoothness and quality remain the same in gearvr. I am also including 3 videos of game assets developed using photogrammetry (but the usage of one of them might be in question due to copyright restrictions... still unsure). Anyways, any feedback is welcomed (constructive, destructive, in between). Just in case, i am not a programmer or a developer, just an old banker that likes to tinker with VR... So if you like what i did, make sure to let me know... and remember, If a guy like me can do this, anyone can :)

Good luck to all participants.

NEW video of tutorial level 2:
https://youtu.be/R5VpJef1SjE

High Def video tutorial level 1:
https://youtu.be/jRIKixl_OzQ

Video with head tracking, but bad quality (streamed from a chromecast)
https://youtu.be/ZSEmx2CVSa0

Updated Gameplay video
https://youtu.be/6haDi15vLW0

Gameplay video
https://www.youtube.com/watch?v=RoWuSgcqLeM

(NEW) TELEPORT MECHANIC
https://youtu.be/ywMk8Uphf2s

Aircraft asset 1
https://www.youtube.com/watch?v=NncFQHohOB0

Aircarft asset 2
https://www.youtube.com/watch?v=GVOfo4BmqWo

Aircraft asset 3
https://www.youtube.com/watch?v=mg1XVjNPwFs
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Comments

  • AdamBaileyAdamBailey Posts: 16
    NerveGear
    Great start!
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    thank you sir :) much appreciated :)
  • JoyhypeJoyhype Posts: 40
    Very cool! The flying looks like a lot of fun. How will the player control the flying in the Gear VR? By tilting their head? Or is it going to use the paired samsung game controller?
    SaaS and Fullstack developer. Hobby Game developer.
  • BinoBino Posts: 112
    Hiro Protagonist
    This looks like a lot of fun. The Skyfortress reminds me of ACE Combat 6.

    I can almost guarantee I'd get dizzy\sick playing this. In saying that I am on the extreme end of being sensitive to that.
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    edited April 2015
    Game controller. i want to create a pc quality gaming experience on a portable. of course, there are limitations to what a cell phone can do, so i tried to hide those limitations using the game setting and story. basically left joystick, rolls and pitch. 2 buttons are used for thrusters and to fire ammo. there are other buttons used as well.. but those are a surprise for something cool i have planned if i get picked for milestone 2 :)

    You will tilt your head to look around... there are no radars (at least at this stage of the concept stage), so you have to look around to find your enemies :)
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    I can appreciate that people can get a little dizzy. To compensate for that, i plan on being able to go first person cockpit view, or third person. First person can help compensate for the dizzyness (sometimes... hehe) :)
  • ElvinaElvina Posts: 54
    No way! :shock:
    “Just an old banker” did these aircraft models? What kind of bank is this where you can learn such kind of things?
    Spark Beige aircraft is my favorite!
    I wish you good luck with your one man project. Seems interesting to me, gives you feeling of freedom.
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Small update today. i added one of the game mechanic features i wanted to do... the PERSONAL TELEPORT BEACON.
    So basically, the ship drops a beacon that floats in place at the push of a button. The player then presses that button again, and bam, he is ported to that location. This is an excellent feature when you have bogies on your tail... just drop the beacon, wait a few seconds for the tailing enemies to go bast it, and then teleport on their six and destroy. or else, place one as a safety precaution before negotiating dangerous terrain... as to avoid an untimely crash.
    Yet, even though it may look like you are going back in time, YOU ARE NOT!!! So make sure you dont port back on top of another object (like anther craft).. or else you will port to an immediate collision, and death :P

    Video will be posted shortly as the current build finishes generating to test on gearvr :)
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    thanks elvina. By the way, the models are made using photogrammetry. It is a technique where you take multiple pictures of an object, and generate a realistic 3d model of it. So those plans are from real life toys a friend of mine made for me (they are based on spark plugs). If you want ot learn more about photogrametry, send me a pm and ill tell you all about it. It could be a great tool for your time travel vrjam project. It is an excellent way to generate high quality models, and then reduce them for mobile. In fact, those planes can be several million polys, but they have been shrunk to less than 3k for performance :) Anyways, good luck with your project
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Here is the new video for the teleport mechanic. It really adds alot of fun to the game (well that,s only my humble opinion) :)

    Check it out below. (i also added it to the initial post)

    https://youtu.be/ywMk8Uphf2s
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    For today's update, i will start working on the Ai for enemy aircraft. I will start with the blue spark model. These crafts have to do regular patrols, then detect the player and initiate pursuit, maneuver and attack. I have done simple Ai stuff before, but this is far more complex. Lets see how it goes, hopefully ill have some video today :)
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Well, the Ai is still being developed, bit i did manage to set up selectable camera perspective.... So now a player can play from either behind the plane, or from inside the cockpit (which should help some with motion sickness) :)
  • Jaycee900Jaycee900 Posts: 223
    Looking forward to this one! Looks great!
    Mini Gear VR Reviews Blog --> http://gearvrreviews.blogspot.co.uk
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Another Day Another update!!!

    So after some work, and beta testing at the ATL VR Meetup in Atlanta, I present you the latest build video.

    https://youtu.be/6haDi15vLW0

    The build features:
    -One enemy patrol that you can destroy
    -Added ruder controls (but those are not clearly visible on the video)
    -Updated graphics to the earth surface (looks cleaner and nicer)
    -CLOUDS!!! that you can fly through
    -1st person / 3rd person switching with cockpit view.... yes, now you can really feel like you are inside the aircraft :) This option should also help the game more accessible for those who experience motion sickness.

    Enjoy, and please make sure to share your comments below :)
  • Jaycee900Jaycee900 Posts: 223
    Wow looks 2x better in a few days! Glad you added a cockpit view, will immensly add to the immersion.

    Keep us updated, really looking forwarded to this one!
    Mini Gear VR Reviews Blog --> http://gearvrreviews.blogspot.co.uk
  • arnoudharnoudh Posts: 333
    NerveGear
    Afterburner(TM) in VR? :)
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Thank you Jaycee for your great support.

    And Arnough, I used to love afterburner, and sometimes feel like i would love my game to feel as fun as that was. Thanks for your support :)
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    And also, I would like to let everyone know (as per my other post on this forum) that i have been selected to go on to milestone 2. I am humbled by everyone's support and encouragement. Thanks again everybody :)
  • Jaycee900Jaycee900 Posts: 223
    Great news Ricard!
    Mini Gear VR Reviews Blog --> http://gearvrreviews.blogspot.co.uk
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Been hard at work today with some Ai elements. No video yet, but now i got turrets that react according to range and position of the target (so they scout, they detect, they shoot and go back to scouting). I sometimes wish i was a programmer, so i could do all this faster :P
  • Jaycee900Jaycee900 Posts: 223
    Its amazing what you are doing considring you arent! Are you using some sort of game maker program then?
    Mini Gear VR Reviews Blog --> http://gearvrreviews.blogspot.co.uk
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    playmaker plug in form the unity asset store.. the non programmers best friend :)
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Ok, first my apologies for the lack of "daily updates". Initially, I did an update every day because i really wanted to be accepted for milestone 2 :) Yet, i have keep progressing on my game, I have realized that 3 to 4 weeks is an extremely short amount of time for what i want to share with oculus and the community. In fact, i thought i had the first tutorial mission ready on Tuesday, but every time i would review it, i noticed stuff that needed to be fixed, improved, or even revised!
    For example.. the first tutorial had written instructions. Then, when i went to it, people commented to me, why not have voice overs? And to be fair, a person that plays vr does not want to be bothered with reading text (I personally believe Vr is not the best environment for reading). Then after doing all the navigational tutorial, it came to me that i had forgotten the most important feature, CAMERA VIEW SWITCH! So easy... lets add it at the end... but guess what, it makes more sense for it to be at the beginning, since it changes the experience dramatically, its a key preference, and it greatly help with people that gets dizzy.... so 2 times the work in order to make a quality tutorial.
    Add on top of all that, that this is a ONE MAN project, and I can't even code FREAKING HTML... and i am about to put a bullet to my head :P
    Anyways, i just share this in the hope that people understand why my updated will be less from now on. I truly love the community and all teh support i have gotten. trust me, youa re always in my thoughts :)

    On another note, today I have a new video which is in the midle of uploading to youtube. Il post shortly. it is very fuzzy bad quality... but instead of doing a fraps, I did a chromecast stream and recorded my tv, in the hopes of showing the game with head tracking functionality. Again, my apologies for my dashing looks (lol), my accent, poor public speaking skills, bad video quality, etc... but i think you will enjoy the actual game content :)

    Thanks again, and ill psot the video in a few (its currently 1/3 of the way into youtube)
  • dignifiedwebdignifiedweb Posts: 279
    Art3mis
    If you say you can't code HTML, you did an AMAZING job with this project. Keep up the good work. Don't fret, everyone in the jam is stressing out too I'm sure. I don't know how many are in my boat with a full-time job as well just doing it part-time. I'm assuming quite a bit, people gotta eat.

    I love the cockpit view, I'll come back to watch your new video, cheers! :)


    P.S. Is it easy to record chromecast? I have to get my brother's HDMI cable recording device you hookup to a computer. I'm assuming I just hook the chromecast into the recording device, then the HDMI to the T.V., etc.
    Check out my Mobile VR Jam 2015 title Man Overboard! - Try the DK2 Version if you don't have a Gear VR
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Yup. its easy to record from chrome cast. yet, keep in mind that it adds lag t your headset display (even though it seems the streamed video is smooth), and since the sounds is sync to the casted screen, there is a lag in between the game and the audio as you play. Again, i do strongly encourage to use fraps to record gameplay video.... but to get head tracking to show, this seems to be my only option (that i know of) for now.

    On anotehr note, my vide is now processing... so it should be up any minute now :) Will post link shortly :)
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    ok, here is the new video. Enjoy :)

    https://youtu.be/ZSEmx2CVSa0
  • dignifiedwebdignifiedweb Posts: 279
    Art3mis
    ricard2798 wrote:
    ok, here is the new video. Enjoy :)

    https://youtu.be/ZSEmx2CVSa0

    Great job!!! That's really good man. Keep up the good work. Might I suggest something? I believe the pausing in the tutorial may be a bit jarring for some users. Could you put an indicator beacon or something when it's going to pause? Then do a gradual slowdown? It's honestly not a big deal, just a thought. Maybe go with what you were going to go with and then that's a polish suggestion for later.
    Check out my Mobile VR Jam 2015 title Man Overboard! - Try the DK2 Version if you don't have a Gear VR
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    I'll try to see if I can figure out how to do that :) the good news is that this one should happen in the tutorials, and there is only one other tutorial to go. I could just avoid the time freeze altogether, but I'm waiting for player input to make sure they understand the controls.
    This game has a lot of different controls (next tutorial has the weapon fire, teleport beacon and the long range portals). I still have no clue if it's best to just mention the features, or go with the step by step.
    Yet, anyone has any thoughts on verbal vs written prompts?
  • HomerS66HomerS66 Posts: 1,365
    Brain Burst
    Looks cool and definitly verbal is better than written, especially in VR.

    The time freeze feels a bit wrong atleast from the 2D point of view on the PC, not sure how it feels in VR. Maybe make a skipable tutorial (for people who already know it) where you fly in an empty sky where only the things important to the tutorial appear.
  • ricard2798ricard2798 Posts: 432
    Hiro Protagonist
    Totally agree with the skip able tutorial. At the beginning I plan to have menu options for the tutorial missions, and then the real ones.. yet my gears are still grinding cause one of the tutorials converts into a real mission... well see.
    Thanks for the feedback
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