So, I’m getting reeaally close to having my demo finished.

Thing is: I’m getting into such a state of Flow that I’m having a bit of a tough time with my non-stop brain coming up with more and more ideas. I’m totally cognizant of feature creep, but this is aesthetic stuff that really send the game to a whole new level – like making the flower / money level happen all at night.

I’m anxious to get this demo playtested, and with a little luck, I might just get some soon. As I was showing off some stuff on Facebook, I got an invite to join the Educators in VR Discord, and they created a whole new channel for playtesting, based on me stumbling about blindly asking if anyone wanted to play my little game. Looks like one of the teachers will be demoing it to a class full of kids on the spectrum; hopefully they enjoy it as much as my little guy does.

The other reason I want to finish is that I finally started making progress updating my project to the latest version of Unity – and I am so ready to play with ProBuilder, the newest version of Playmaker and nested prefabs. I did a quick experiment and was able to export a Probuilder mesh, pull it into Oculus Medium, sculpt it and put it back into Unity with very little fuss, and no scale changes.

Pro Builder on the left; Medium sculpted version on the right

I’m hoping this sort of whiteboxing method will help increase my productivity and reduce the time it takes to playtest my levels. I have rough ideas and when I sculpt them out in Medium, the scale is usually way off and I need to futz and kludge the mesh until it sorta work – with luck, this can eliminate the back and forth I’ve been doing. In the meantime, its back to the grind – and trying to figure out why any time I get a game breaking bug, my materials get deleted off my player:

someone said he looks like ‘Barney’… shudder.

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