Category Archives: Games

Spring Cleaning

Spring Cleaning

Well, it’s Spring, so I suppose I should clean out my backlog of things that I should have posted since my birthday. Here’s a quick preview of the stuff I’ll be writing about soon. I’m not going to bother with pictures in this post, since it’s just a preview.

Cartoon Network Game Jam

First of all, the week after my birthday I participated in the Cartoon Network Game Jam in Portland. This kind of derailed my blogging, since I wanted to post about it but wasn’t sure if I could legally. Since Cartoon Network posted about it here: JAMMIN’ WITH OK, K.O.!, I suppose it’s OK for me to post about it now. In fact, the finalists are going to be announced this Sunday (5/1) and the winner will be announced next week.

Game Releases

I did post about my game releases, briefly. I’ll post more about some of the implementation and update details. I suppose it’s mainly for my records, but it may be interesting to somebody else as well.

I made a decision to release the games with the basic gameplay remade in VR, and as close to the functionality of the arcade games as I could get. So, basically they have all of the features, save high scores locally, are fully functional, and will always be free.

I’ll be doing some small updates to all of them to add analytics, extra controller support, and some other minor fixes and tweaks. I even added a leaderboard and achievements for VR Battletank on Android. I’ll be adding them to the other games soon.

After getting the basic framework done, I’ll be adding enhanced content to each of them as time allows.

Pipeworks Labs

The main reason that I’ve been slow to update my games and make blog posts is because I started a year-long project at Pipeworks new division, Pipeworks Labs, in March.

It’s a therapeutic VR project, which means it’s not technically a game. The great thing is that Pipeworks is cool enough to not have a non-compete clause,  so I’ll still be able to work on my own projects during my spare time.

Oculus Rift

The consumer version of the Oculus Rift finally started shipping at the end of March. I got mine the first week, and it’s awesome. I’ve played several games and experiences, and I’ll go into more detail in a later post. The game I’ve played the most so far is Elite Dangerous. I bought a Thrustmaster Flight Stick for this game, and it’s been a blast. I’ve played over 20 hours so far, and I think I’ve accomplished 2 or 3 tasks. I still don’t have much of clue what I’m doing, but it’s so fun flying around I don’t really care yet.

Oregon Game Project Challenge

I spent a day up in Salem last Saturday being a judge for the OGPC 9.0. I was a Game Design judge for several game projects that were made by teams of High School, and some Middle School, students. It was quite impressive to see what these kids came up with, and I’ll point out some of the stuff that stood out to me.

I’ll be pestering you with social media posts soon enough. In the meantime, go play my games:

VR Meteors

VR Missile Control

VR Battletank

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VR Battletank Released!

VR Battletank Released!

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It’s a trifecta! Out Of My Mind Games has a trio of games available for you to play now.

See? I told you in my last post that it was coming soon.

Get It Now

You can download VR Battletank from Google Play or WEARVR below:

Get it on Google Play

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Game Info

Strap on your headset and head out to the desolate virtual wastelands where you will face off against enemy tanks and missiles. Avoid the obstacles and shoot the flying saucers for big points, if you have the chance.

Controls

The controls are a little different, but simple to learn. You use each thumbstick on the gamepad to control the respective tank tread. If you push forward on the left thumbstick, then the left side of the tank moves forward. If you pull backward on the right thumbstick, then the right side of the tank moves backward. And vice versa. With the headset, you are now able to freely look around to locate your targets. However, the tank will always fire the direction that it is facing, as indicated by the reticle. You’ll need to maneuver the tank into position to make the shot.

If you play the Cardboard version, the default settings enable tilt and look to turn controls. That means that you can tilt the viewer left/right to turn left/right, and tilt forward/backward to move forward/backward. You can also turn your head and the tank will turn to face the same direction. Each of these settings is adjustable from the menu.

What’s Next

Next on my plate is an update for VR Discs Of Golf. Leap Motion has just released a new version of their software that is optimized for VR input. According to some demo videos that I have watched, the tracking is much better than the old software. I’m excited to put better motion controls back into the game.

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VR Missile Control Released!

VR Missile Control Released!

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*AIR RAID SIREN*

Beware! Incoming missiles are threatening your cities. Shoot them out of the sky before they hit their targets.

Get Your Copy Now

VR Missile Control is now available to download from the Google Play store.

Get it on Google Play

It’s also available on WEARVR.

WEARVR

If you feel like waiting for an undisclosed amount of time, you’ll be able to get it from the Oculus Share site. There’s no reason to wait though, since Oculus is so slow to review builds that it’ll always be behind the above builds.

More Info

VR Missile Control has been designed to work with one button input, so you can use it with your Google Cardboard viewer. It also supports some common gamepads for both Windows and Android. I’ll be putting a WebGL version up on my web site soon, after I make some minor tweaks to the mouse controls. Check it out and let me know what you think.

The current build is version 1.0.1, which means that the core gameplay is in place with no known bugs. I’ll be adding enhanced VR and gameplay features in future versions. Fun stuff, like new weapons, new enemies, full 3D UI layouts, new effects, and whatever else comes to mind.

Coming soon: VR Battletank

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VR Meteors Released!

VR Meteors Released!

VR Meteors Title ScreenIt finally happened! I released VR Meteors for Cardboard on the Google Play store. I also submitted a Windows version for Oculus Rift to the Oculus Share page, which may take a few weeks to be approved. I’ll announce when it’s available, don’t worry.

Phase 1 of my business plan is complete.

Phase 1 Phase 2 Phase 3
Release VR Meteors ? Profit

For those of you with an Android device, grab your Cardboard viewer and check it out. It’s free!

If you missed the link above, just click here:

Get it on Google Play

For those of you with Windows and an Oculus Rift, you can grab the first playable version from the Share site now at: VR Meteors for Oculus Rift. If you want to play the release version, you’ll have to wait until Oculus approves it or you can download the file from here: VR Meteors 1.0

For those of you with a Gear VR, I’ll be releasing a version for you soon. I just need to find somebody who has a Gear VR to test it for me. There will probably be a handful of bugs to fix, since I’m not positive I have the input handling set up correctly.

For those of you with an iOS device, it may be a little while before I go through the Apple developer process. I don’t have a Mac, so I’ll have to borrow one to get my builds running. Thanks, Apple.

For those of you who actually play it, here is some info for you.

Single Button Input For Cardboard

I designed the Cardboard version of the game to work with a single button, so that you can play it easily with a standard Cardboard viewer. There are only a few game actions, and here they are:

  • AIM: Rotate the viewer
  • FIRE: Press the trigger
  • THRUST: Hold the trigger
  • START/PAUSE: Tilt the viewer 90° clockwise

Basic Remake

For this first version of the game, I’ve focused on the basic gameplay and standard features that are found in Asteroids. I want to provide an easy-to-play VR experience that you can enjoy for minutes at a time, and easily show to your friends and family without a lot of instruction. You can even turn off the VR rendering in the pause menu and play in 2D. You’ll still be able to aim by rotating the device, fire by tapping the screen, thrust by holding the screen, and you won’t need a viewer.

  • 10 high scores
  • 4 bullets at a time
  • 3 sizes of Asteroids
  • 2 sizes of UFOs
  • 1 heart beat sound effect

Concessions for VR

There are some modifications to accommodate the VR presentation. Some things just don’t make sense conceptually in virtual reality. I’ll add them in later, if I can come up with good solutions.

  • Hyperspace was left out so as not to disorient the user
  • Shields instead of lives, to avoid spawning and disorientation
  • The difficulty is a little lower than I would like, which likely has to do with how easy it is to aim with a VR viewer. I’ll crank it up for future releases.

Looking Ahead

Future updates will add enhanced features.

  • Leaderboards
  • More types and sizes of asteroids and UFOs
  • Different weapons
  • Skyboxes
  • Powerups
  • Whatever else I come up with

Coming Soon

For now, I’m going to put this project on hold to get VR Missile Control released. I’ll still be working on getting VR Meteors for the Gear VR done. I just won’t be changing the gameplay until the next version. I will be applying the lessons that I learned on this project to VR Missile Control, so I expect things to go much quicker and smoother.

Need A Cardboard Viewer?

I think I’ve mentioned this in a previous post, but I’ll say it again. I highly recommend the View-Master viewer to use with Cardboard apps. It is the sturdiest viewer that I’ve tried. It has secure and easy access to the phone. It has an actual lever, instead of a touch pad or magnet. People are familiar with it and get excited to try it.

Enjoy the game, and feel free to send me any feedback. Yeah, like anybody is reading this.

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