21 Days to #PAXAus - 11/10 days to go
Less panic, more work. And even more Oculus.
Over the weekend, I’ve worked on a bunch of other projects and assignments to get them out of the way before PAX week. I’ve also had to cancel a trip to Unite and GCAP; two incredible events that I’m quite disheartened to miss. Hopefully, with this extra time, I can really deliver something special with BLASTR at PAX. There’s always next year to catch up on all the conferences!
I’ve delegated some of the dialogue processing work to my good friends Jayden and Dilan, who are voicing the characters in the demo. We’ve hit some snags along the way, but they’re working very hard to ensure the acting sounds really professional – even though it definitely isn’t close to that – and that all the pieces fall into place nicely.
I’ve had some time with the Oculus, and it’s definitely an eye-catching little gadget. The screen resolution isn’t incredibly high, so all the individual pixels are quite easily visible whilst playing the game.
A sneak peek of BLASTR on the Oculus Rift
The head-tracking is extraordinary, coming into its own when playing a racing game, but it’s disappointing that I won’t be able to use that feature in BLASTR; third-person shooters rarely work with head tracking, and there’s simply no time to experiment. Instead, I think I’ll build a dedicated Oculus Rift section of the demo for players to mess around in. It’ll bring a unique experience to the table, without adding extra workload for me.
Multiplayer work is underway. With the iterative playtesting so crucial in creating a fun multiplayer experience, I dragged my brother in and made him sit through an afternoon of save-and-reloads, as we sought to nail the core gameplay experience. It really shows, since we would often get caught up in the matches we played. We also devised some interesting little activities that could be implemented later on. We played Sentry Volleyball, where you lob the hapless robot guards across the arena and attempt to keep them in the air. Also on the menu was Sentry Golf, which, as you would expect, involves blasting Sentries into a hole in the arena panels.
Testing some multiplayer and changing some code
All in all, quite a successful couple of days, and I’m going into this week with a renewed enthusiasm and motivation, as we get closer to that magical date: 31st October 2014.