So, out of the blue, I get a text from an old friend back in NYC. He had seen the post I put on FaceBook and wanted to chat. I was busy packing up kiddo #2 for a playdate at the library (a long overdue one, to boot!) and said I could chat – but quietly.
We got to our playdate, and #2 son was greeted with smiles and a card made just for him (it amazes me just how insanely cute and adorable kids can be right before they spill oil based enamel paint all over your vintage 1986 IBM ‘M’ keyboard…) and I explained that I needed to take an important call… like the one coming right this second.
My buddy and I exchanged several foul mouthed greetings (ye gods I miss some aspects of living in the city – cussing is elevated to an artform there…) and he quickly got down to business: he loved the video and has some people he wants to show it to. Moreover, needs documentation and whatever else I can put together to see if we can possibly get funding and wants to get a broader idea of what I’m trying to accomplish. He likes the idea that its for VR and we talk about full on VR rigs and mobile headsets.
Jeez, I’m trying to figure out how to make this into a game- that’s what I’m trying to accomplish.
But – we talk, brainstorm, catch up, cuss some more and now I’m committed to creating a prospectus and perhaps more to see if this idea has legs. In the process, we inadvertently come up with a whole slew of ideas, many of which are waaaay beyond my paltry skills (I love the idea that we can use the controllers to ‘draw’ in the world to help solve problems, like drawing a bridge to get across a canyon…) and I relegate them to expansion pack ideas – or sequels.
Its also putting pressure to get a demo level DONE. While looking at what I had in the level already, plus looking at the drawings floating in the file (plus some ideas from the wifey) I took the castle already in my scene, took a drawing of a character with a crown and tossed him in Spriter and took other elements to make a ‘quest’ of sorts: collect 5 stinky socks, and the king will let you pass through the castle:
I’m leaning away from trying to take drawings that #1 son did and extruding them into game levels, it looks wrong somehow and doesn’t seem to convey the same atmosphere as the open world does (in the video, there is a section of white blocky areas bordered in blue that were the old style)
I’ve been finding that the sprites in a 3D world are creating a bit of a headache – a lot of the static background props were slowing down my framerate, so I traced them in Inkscape and exported .svg files into Blender, extruded them and slapped the drawings back on as texture maps – which made it possible to rotate the quest items (socks) as soon as I can figure out why my axis isn’t aligned properly.
I’m hoping to have a level properly in shape and running in a week or two, release it as a beta for playtesting and figuring out problems and within a month, get a demo out on Steam.