cooper loots!

cooper loots!

@cooperludt.com

Burger connoisseur and virtual reality enthusiast cooperludt.com

18 followers34 following28 posts

Seasonal Heights - VR Dev Log (WEEK 6) Stamina! It depletes and restores properly, with different depletion rates based on the size of the climbing hold you're using. (Please ignore weird green GIF glitches. Tried multiple captures and it didn't fix.) #vrdev #indiedev #gamedev #steamframe (1/2)

When climbing, a small visual appears (currently a white dot) so players understand where their controller is in relation to the in-game visual of their hand. This will be replaced with a ghost hand soon! Additionally, your hands now snap to specific points on climbing holds! (2/2)

Oh yeah, as a separate note, I removed the IK rig for now until I can get it right, and with a more complete player model.

Seasonal Heights - VR Dev Log (WEEK 5) This week was less gameplay-focused, but there were developments nonetheless. First, I've implemented an experimental IK rig for the player's arms, which will help visually bind the crossbow to the forearm in the future. (1/3) #steamframe #vrdev #gamedev

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Lastly, our team held a meeting with our head writer where we finally nailed down our basic story structure, themes, and characters, which will allow us to be a lot more confident in the design decisions we make, especially as we dive into visuals like the character model. (3/3)

cooper loots!@cooperludt.com

Seasonal Heights - VR Dev Log (WEEK 6) Stamina! It depletes and restores properly, with different depletion rates based on the size of the climbing hold you're using. (Please ignore weird green GIF glitches. Tried multiple captures and it didn't fix.) #vrdev #indiedev #gamedev #steamframe (1/2)

Seasonal Heights - VR Dev Log (WEEK 4) Our amazing weapons programmer has added climbable crossbow bolts! I've also added a button press to boost off of a climbing hold(inspired by The Climb). #gamedev #vrdev #indiedev #virtualreality #steamframe #unityvr #unity3d (1/2)

cooper loots!@cooperludt.com

Seasonal Heights - VR Dev Log (WEEK 5) This week was less gameplay-focused, but there were developments nonetheless. First, I've implemented an experimental IK rig for the player's arms, which will help visually bind the crossbow to the forearm in the future. (1/3) #steamframe #vrdev #gamedev

Seasonal Heights - VR Dev Log (WEEK 5) This week was less gameplay-focused, but there were developments nonetheless. First, I've implemented an experimental IK rig for the player's arms, which will help visually bind the crossbow to the forearm in the future. (1/3) #steamframe #vrdev #gamedev

Second, I split our climbing hold prefab into three with separate models: small, medium, and large. The goal here is to visually distinguish different types of holds and how they will differently affect stamina, strength, and speed. (2/3)

I hope Epic Games knows that I dislike their launcher so much that I bought Sifu a second time last week now that it’s no longer an Epic exclusive and I can have it on Steam.

Seasonal Heights - VR Dev Log (WEEK 3) Climbing works! We're currently working on adjusting the physics values to balance out how springy and weighty it feels. Also, our team all now have Steam Frames, and this gameplay was recorded on Frame! #vrdev #gamedev #virtualreality #steamframe (1/2)

Other changes include: - Rebuilt climbing and player physics to more directly and efficiently communicate with each other. - Hands can no longer get stuck on objects, they snap back to you after a short distance. - Climbing now uses configurable joints(red/blue spheres). (2/2)

cooper loots!@cooperludt.com

Seasonal Heights - VR Dev Log (WEEK 4) Our amazing weapons programmer has added climbable crossbow bolts! I've also added a button press to boost off of a climbing hold(inspired by The Climb). #gamedev #vrdev #indiedev #virtualreality #steamframe #unityvr #unity3d (1/2)

Seasonal Heights - VR Dev Log (WEEK 2) This week I dove into creating a basic climbing system, and I learned that I do not know everything! First, I set up this basic scene to ensure that our player character could move, jump, turn, grab, and collide with different environmental factors. (1/2)

Then, I began trial and error with the climbing system, and boy, was it interesting. While the hands are detecting the climbing holds properly, the physics of it all aren't quite playing nice(below). My goal for this upcoming week is to get this somewhere stable, and begin making it fun! (2/2)

cooper loots!@cooperludt.com

Seasonal Heights - VR Dev Log (WEEK 3) Climbing works! We're currently working on adjusting the physics values to balance out how springy and weighty it feels. Also, our team all now have Steam Frames, and this gameplay was recorded on Frame! #vrdev #gamedev #virtualreality #steamframe (1/2)

Seasonal Heights - VR Dev Log (WEEK 1) Hello world! This post marks the first dev log I'm making as part of my SCAD Extended Reality Capstone/Thesis project. For the next nine months, my team(dubbed Roachlight Interactive) and I will be producing a short VR game code-named Seasonal Heights. (1/3)

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So, where do we start? In a previous project, I designed a player controller as an exercise in balancing realistic physics with player intention. My hope is that by expanding this system with climbing, I can create a small, but rewarding learning curve for environmental interaction. (3/3)

cooper loots!@cooperludt.com

Seasonal Heights - VR Dev Log (WEEK 2) This week I dove into creating a basic climbing system, and I learned that I do not know everything! First, I set up this basic scene to ensure that our player character could move, jump, turn, grab, and collide with different environmental factors. (1/2)

Seasonal Heights - VR Dev Log (WEEK 1) Hello world! This post marks the first dev log I'm making as part of my SCAD Extended Reality Capstone/Thesis project. For the next nine months, my team(dubbed Roachlight Interactive) and I will be producing a short VR game code-named Seasonal Heights. (1/3)

Seasonal Heights aims to place the player in the shoes of a climber tasked with ascending a treacherous mountain, where the seasons change the higher you climb. To face this hazardous environment, the player is equipped with a crossbow and an arm that is imbued with a connection to nature. (2/3)

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