The first 20 days that The White Rooms has been on OUYA it has:
-Gotten out of the Sandbox category and into the FPS / Shooter and Meditative categories
-3 out of 5 stars (20ppl voted)
-328 downloads and 18 likes
-been compared to Antichamber
-had it's flaws pointed out on the forums
-been called an "interesting concept"
All in all a fun experiment for me to get started with Unity and try my hand at exposure even if the game could have used more vigorous testing.
Now I'm adding touch controls for an attempt at my first Android launch. Wish me luck.
Wednesday, February 19, 2014
Friday, January 31, 2014
Submitted to OUYA on Schedule!
My first Unity video game, made from scratch in 3 months, has been submitted for OUYA review on January 31st as per my schedule.
This was easier said than done. I felt like I was taking a computer science exam during every step of the lengthy, confusing and sparsely documented process. After some back & forth for a couple days I signed and built my .apk after several rounds of testing on the OUYA console.
I had to set the screen resolution for my scenes to: screen.resolution(1280, 720, true, 60); because the game ran choppy on OUYA (but runs great on my Galaxy Note 10.1). There was also a process of importing an OUYA package into Unity that was a surprise that messed up my input settings.
But I persevered in the face of great adversity.
I had to set the screen resolution for my scenes to: screen.resolution(1280, 720, true, 60); because the game ran choppy on OUYA (but runs great on my Galaxy Note 10.1). There was also a process of importing an OUYA package into Unity that was a surprise that messed up my input settings.
But I persevered in the face of great adversity.
Ta-Daaaaah!
[Applause]
*UPDATE*
Four hours later, I get an email that it was approved! I quickly hit publish on the dev portal and the status changed to Published.
I don't see the game appearing on the Discover menu on the console, so I'll be checking back to see how long that process takes. Feedback from the reviewer "Real cool submission! The only thing that we wanted to note was that there was lots of controller locking and stiff character movement. If this could be optimized for a future update that would be awesome! Other than that everything looks good to go!"
*UPDATE*
Four hours later, I get an email that it was approved! I quickly hit publish on the dev portal and the status changed to Published.
I don't see the game appearing on the Discover menu on the console, so I'll be checking back to see how long that process takes. Feedback from the reviewer "Real cool submission! The only thing that we wanted to note was that there was lots of controller locking and stiff character movement. If this could be optimized for a future update that would be awesome! Other than that everything looks good to go!"
Tuesday, January 28, 2014
Final hurdles
My new retina screened MacBook Pro can run Steam games well so I’m playing Amnesia through the HDMI to flatscreen with headphones. I do this in the dark, of course.
My first simple Unity 3D game project, The White Rooms, has entered the playtesting phase. It doesn't work as well on OUYA as it does on the Galaxy Note 10.1. A friend came over and played it last night. Now I have a list of changes + sounds to add. The biggest hurdles being - how to stop the player from slowing when it touches the walls, and how to perform a music fade with code.
Here is a still with the Dreamcatcher my friend made:
My first simple Unity 3D game project, The White Rooms, has entered the playtesting phase. It doesn't work as well on OUYA as it does on the Galaxy Note 10.1. A friend came over and played it last night. Now I have a list of changes + sounds to add. The biggest hurdles being - how to stop the player from slowing when it touches the walls, and how to perform a music fade with code.
Here is a still with the Dreamcatcher my friend made:
Monday, January 20, 2014
Fades
The internet is my school. One quickly discovers that people on community forums are not teachers. They want to help, but there can be long threads of pure confusion when the answer can be quickly listed in a few steps. Some programmers read the question and write "learn programming before asking a question." Yes, there is such a thing as a stupid question so I carefully research before posting one.
Patience and persistence are key here. With these skills I recently discovered how to create fade in / out effects and animations. I made a heavenly gate in Blender from scratch also. I'm still figuring out vertex painting.
It's very neat that I downloaded Unity 3D less than 3 months ago and now I have a 9 level "escape the rooms" game that plays smoothly.
I made some sound effects and music in Garage Band and Final Cut Pro. Fun times.
Yes, that's The Pod which I can apply effects to voice and guitar.
My friend is a talented artist and working on the Dreamcatcher for the game. I told her January 30th deadline, which is when I want to be submitting the game to OUYA. The playtesting / debugging race is on!
Patience and persistence are key here. With these skills I recently discovered how to create fade in / out effects and animations. I made a heavenly gate in Blender from scratch also. I'm still figuring out vertex painting.
It's very neat that I downloaded Unity 3D less than 3 months ago and now I have a 9 level "escape the rooms" game that plays smoothly.
I made some sound effects and music in Garage Band and Final Cut Pro. Fun times.
My friend is a talented artist and working on the Dreamcatcher for the game. I told her January 30th deadline, which is when I want to be submitting the game to OUYA. The playtesting / debugging race is on!
Tuesday, January 7, 2014
Glowing figures and a knife
The deep freeze of Winter is upon me, and work on The White Rooms Rooms has escalated! Yesterday I created a couple eerie figures using Make Human and brought them into Blender then Unity (with much difficulty after making some tweaks to a hole in the devils head in Blender - Unity didn't like the changed .fbx). These things animate spookily behind their halo lighting effects:
I had to make sure in the preferences that Unity was able to import the Make Human files. Then I made a knife model from scratch in Blender and attempted to vertex paint it. I couldn't get the brushes to paint correctly even after watching a couple Youtube tutorials so I ended up unwrapping it and painting it in Photoshop. There appeared to be some weird pixels on the blade but it was a happy accident - they made it look rusty and used.
I had to make sure in the preferences that Unity was able to import the Make Human files. Then I made a knife model from scratch in Blender and attempted to vertex paint it. I couldn't get the brushes to paint correctly even after watching a couple Youtube tutorials so I ended up unwrapping it and painting it in Photoshop. There appeared to be some weird pixels on the blade but it was a happy accident - they made it look rusty and used.
Now that I look at it, the colors are somehow reversed - I wanted the handle brown. What the heck?
I shifted level to to level 1 and remade level 2 from scratch in Blender then added it to the scene (scaling it to 3500 as always). Today I go through all the levels adding the new enemies and making tweaks to the levels.
Monday, December 30, 2013
Entering The White Rooms
I'm making a videogame from scratch! How? Well, I'm figuring it out as I go and I'll be writing journal entries on this blog about my journey.
I didn't go to computer scientist school and I don't know much about programming languages. So- is it even a possible venture for me? In November of 2013 I decided to find out. I downloaded the Unity 3D game engine. My school will be online videos and tutorials.
I know what I want to make. The game is called The White Rooms, and it has a few dynamic goals. It will:
-be a first-person perspective
-look like a virtual art gallery
-be simple yet refined
-poetically combine reality with a real mystery of life
On to a quick description. On the title screen there there will be a die button. When you select it you'll hear a car crash.
Fade into the first circle of the afterworld, which is a maze of white rooms. The goal of the game is to collect memories to piece your mind back together so that you may return to your body before you pass the point of no return (in which case you die forever). The idea being that our memories make up our lives. There will be nine circles to complete (loosely based on Dantes Divine comedy nine circles of heaven).
I began work on the project around the middle of November, 2013. I created a few circles in Blender and exported them to Unity. I taught myself how to add an HUD, timer and memory counter using javascript coding. Here is a temp screen shot of how it's coming along:
I didn't go to computer scientist school and I don't know much about programming languages. So- is it even a possible venture for me? In November of 2013 I decided to find out. I downloaded the Unity 3D game engine. My school will be online videos and tutorials.
I know what I want to make. The game is called The White Rooms, and it has a few dynamic goals. It will:
-be a first-person perspective
-look like a virtual art gallery
-be simple yet refined
-poetically combine reality with a real mystery of life
On to a quick description. On the title screen there there will be a die button. When you select it you'll hear a car crash.
Fade into the first circle of the afterworld, which is a maze of white rooms. The goal of the game is to collect memories to piece your mind back together so that you may return to your body before you pass the point of no return (in which case you die forever). The idea being that our memories make up our lives. There will be nine circles to complete (loosely based on Dantes Divine comedy nine circles of heaven).
I began work on the project around the middle of November, 2013. I created a few circles in Blender and exported them to Unity. I taught myself how to add an HUD, timer and memory counter using javascript coding. Here is a temp screen shot of how it's coming along:
Now that it's Winter time, I have have time to work on this game. So, more on The White Rooms coming soon!
Monday, December 23, 2013
Mysterious App Store Rejection
I recently submitted my second location based game to the App Store. It is very similar in functionality to the first game I submitted, Bushwick Dimensions. However, this one was rejected seemingly at random like so many others. A developer once joked that it depends on what the reviewer had for breakfast that day that determines what his decision is. Sometimes you can just resubmit it and it will be approved, I was told.
Apple stated that it: "Was not intuitive. For example, there was no "back" button from the Map page. We have found that your app does not sufficiently take advantage of the iOS platform. It would be appropriate to include iOS specific interactive features to enhance the user experience of your app."
I replied with a photo of my Map Page with a BACK button (it DOES have one) and they replied with the same copy / paste rejection notice and a photo of the map page with the bottom 1/4th of the screen cropped off. They said they were using iPhone 5s. So I loaded the app onto my friends 5s and took a screenshot of the fully functional map page with BACK button.
Apple sent this response, in BOLD:
10.6: Apple and our customers place a high value on simple, refined, creative, well thought through interfaces. They take more work but are worth it. Apple sets a high bar. If your user interface is complex or less than very good it may be rejected. We appreciate your feedback and have scheduled a call with an Apple representative in order to discuss your concerns. We anticipate calling within 3 business days.
Apple called when I was at a bar. I stepped onto the sidewalk and had a 10minute conversation with cookie cutter apple employee named Steve. In short, he told me my app wasn't set to "iPhone only." That could be the problem right there, then he told me that apps are tested on iPad as well and therefore MUST work on iPad regardless if it is set to iPhone only or not. Usually iPhone apps display the same way on iPad only smaller (and can zoom to 2x) so I don't know why it would crop off my back button?
Oh yeah - he then told me the app would crash after it played a video. Why wouldn't that be written in the initial rejection notes? Who knows. In closing, what I need to do is submit again (sometimes that's all a developer needs to do and it will go through even without changes) after I check iPhone only and perhaps port it to my iPad and see what happens. If all goes well you'll get a treat this Spring with a link to my location based horror survival game set on the streets of Gowanus, Brooklyn!
Apple stated that it: "Was not intuitive. For example, there was no "back" button from the Map page. We have found that your app does not sufficiently take advantage of the iOS platform. It would be appropriate to include iOS specific interactive features to enhance the user experience of your app."
I replied with a photo of my Map Page with a BACK button (it DOES have one) and they replied with the same copy / paste rejection notice and a photo of the map page with the bottom 1/4th of the screen cropped off. They said they were using iPhone 5s. So I loaded the app onto my friends 5s and took a screenshot of the fully functional map page with BACK button.
Apple sent this response, in BOLD:
10.6: Apple and our customers place a high value on simple, refined, creative, well thought through interfaces. They take more work but are worth it. Apple sets a high bar. If your user interface is complex or less than very good it may be rejected. We appreciate your feedback and have scheduled a call with an Apple representative in order to discuss your concerns. We anticipate calling within 3 business days.
Apple called when I was at a bar. I stepped onto the sidewalk and had a 10minute conversation with cookie cutter apple employee named Steve. In short, he told me my app wasn't set to "iPhone only." That could be the problem right there, then he told me that apps are tested on iPad as well and therefore MUST work on iPad regardless if it is set to iPhone only or not. Usually iPhone apps display the same way on iPad only smaller (and can zoom to 2x) so I don't know why it would crop off my back button?
Oh yeah - he then told me the app would crash after it played a video. Why wouldn't that be written in the initial rejection notes? Who knows. In closing, what I need to do is submit again (sometimes that's all a developer needs to do and it will go through even without changes) after I check iPhone only and perhaps port it to my iPad and see what happens. If all goes well you'll get a treat this Spring with a link to my location based horror survival game set on the streets of Gowanus, Brooklyn!
Subscribe to:
Posts (Atom)