Tag Archives: Release

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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VR Meteors Out Now!

VR Meteors Out Now!

VR Meteors Title ScreenHey, want to play VR Meteors? Damn right you do! It’s available to download from the Oculus Share site now. Get it here:

VR Meteors On Oculus Share

This is the first releasable version, meaning that the game is basically playable and there aren’t broken things hanging around. Original audio by: Mike Jones Audio. Replacing the arcade sound effects was the main reason I hadn’t released this sooner. There are still a few things that need to be implemented, such as:

  • Online leaderboards (and saving high scores between sessions)
  • More robust and configurable input settings
  • Audio volume settings

Also, now that I’ve got the basics in place, it’s time to start working on making things look and sound better. I’ll be starting to add better art, since my art skills have improved a bit since I first made the existing models. I also have a better understanding of materials and shaders, so I will try to get a decent outline mode working. I’m also going to implement the Oculus audio spatializer for 3D audio positioning.

Regarding VR Meteors for Google Cardboard and Gear VR, I broke the Android rendering when I cleaned up some of my code and shaders. So, I will be working on Android-specific materials as well. I also want to add different control modes to support single-button play, and sitting/standing options for camera movement. I’ve played around with these various options already, so it’s a matter of choosing good defaults and adding options to the menus. Still plenty to do.

What’s Been Taking So Damn Long?

I submitted this build to Oculus a few weeks ago, and it just got approved. So, you may be wondering what I’ve been doing in the meantime. Well, I’ve been doing some more contract work for Pipeworks and ordering parts to build a new computer. Oh yeah, and spending some holiday time with friends and family.

After submitting VR Discs Of Golf for the Leap Motion 3D Jam, I had the opportunity to try it out on a modern PC. Wow! It became readily apparent that the issues I was having with the Leap Motion controller and Oculus Rift were due to my aging computer. Turns out that a Intel Core 2 Duo and Radeon 5700 from several years ago is just not going to cut it for VR.

I spent a bit of time trying, and failing, to get the latest Oculus drivers to work with my laptop. I figured that would be a stopgap solution, but it was not to be. When Oculus removed the extended mode rendering in runtime 0.7, it basically broke laptop VR for almost everybody. The new direct mode rendering requires support from the graphics drivers. The issue comes down to most laptops using an integrated Intel graphics chip that is directly wired to the screen and HDMI port, and not being able to bypass that pipeline to render to the VR headset. On a desktop computer, the HDMI ports are directly on the graphics card, so the drivers are able to support VR without having to interact with any integrated graphics chip that is in the way.

Welcome To 2015

With the laptop solution being ruled out, it became clear that it was time for a new computer. Fortunately, a friend of mine had gotten me a discount on a motherboard and CPU just before I was laid off in the spring, so I already had the important parts. With the power supply and memory getting here this week, I should be up and running very soon. I’ll still be using an older graphics card for now, and will wait to update that until I can get the consumer version of the rift. That way I’ll be able to get the best performance for the money.

With better understanding of the laptop situation, I may even return the behemoth I ended up getting for something that doesn’t weigh as much as a gallon of water. Since I can’t run VR on it, I’ll just be using it to work while traveling, and building to Android for testing.

As for my other projects, I still plan on getting some more tasks done by the end of the year:

Check back in a few weeks to see how I did.

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