Project Blog
Below is the team blog for the project containing videos, images and info about what we've been up to.
Today the team had the fantastic opportunity to present at the Microsoft Imagine Cup UK Finals. 3 representatives from the team went down to Microsoft's offices in Paddington, London to demo the project to their expert panel of judges. We received incredibly useful advice and feedback whilst we were there and overall it was a great experience.
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Today we finished both games, the HTC Vive game and the Microsoft Hololens app. A full playthrough of the experience can be found below: Today we put the finishing touches to our builds and presentation for the UK Finals of the Imagine Cup. On Tuesday we'll finish off the last few pieces of work and be ready for the competition in London!
The team is delighted to announce that we have been selected to take part in the 2017 Imagine Cup UK Finals! We will be competing on Friday 21st April at the Microsoft Campus in London for a spot in the World Finals in Seattle this July.
Today we had our latest playtest where we put people into groups of 2 to try out the co-operative side of the gameplay. It was great to get valuable feedback on how the 2 games work alongside each other and people's opinions on what works and what doesn't.
.Obviously Games will be at 4TG Game Con in Aberdeen this summer! Come along and try out DisruptAR on the HoloLens and HTC Vive from 29-30th July.
Today we tried out some new projectile movement in the Vive game. Certain projectiles will now rotate and move in more believable flight paths. You can try these out at our playtest next Friday at 2PM!
Come along and try out DisruptAR on Friday the 7th of April in Abertay's Hive Lab! We're looking to get as much feedback as possible from everyone involved.
Today, after several months of preparation, we submitted our entry into the 2017 Imagine Cup. Our latest demo of the project can be seen here: Today some of the team took a trip down to NATS in Prestwick to talk about the possibilities of using the HoloLens to train Air Traffic Controllers in the future. We also got a tour of the facilities and it was fantastic seeing their working environment.
This week we are working on implementing volumetric lighting for the Vive game to make the player in the Vive feel as if beams of light are shining on them and putting them in the spotlight. A concept of how this will look is shown below:
Lately, we've been adding as much gameplay as possible to the HoloLens app. We now have multiple terminals that can be hacked, and a revised power up system that is balanced better to fit the gameplay. There is now a chance that a fuse will blow in the system and cause the terminals to turn off until the player replaces it. We'll have a new video of this in the coming weeks.
This Friday we are having another playtest. This time we want to get people into groups of two to try out the co-op experience and get feedback on the game overall as a 2-player challenge. We'll hopefully have some final art assets in as well to get feedback on. An example of these can be seen below (colours subject to change).
The latest update of the HoloLens app features the power ups now being unlocked via hacking the terminals in the game. When the player stares at a terminal's screen it will begin to charge but stops when the player looks away to handle other tasks. Power ups are unlocked at 25, 50 and 75% charge. Check out the latest video below: To fit our 80s art style more we've been working on adding a shader to allow items to glow and stand out in the scene. Check it out below!
Here is our latest gameplay video showing off some additional co-op features. The video shows one player in the HoloLens sending voice messages to the Vive. This allows the Vive player to respond to instruction. The HoloLens, can also send multiple power ups to the Vive as assistance for the VR player who is trying to survive waves of projectiles. This week we are preparing our Minimum Viable Product (MVP) for the game. For this we will be implementing everything we have been working on over the past several months including new assets, extended Azure functionality, new gameplay rounds and more HoloLens interaction. Once this is all in and working we will have our MVP.
After some teething problems, our new projectile paths and assets are now implemented along with a round system. There is also some new sound effects as shown in the video below: After adding our new projectiles, we are now focused on creating round-based gameplay for the Vive player. The rounds are designed so we can edit how many projectiles can spawn in a given time.
Also, we are working on some new functionality with Azure and the HoloLens to allows us to send voice messages via the headset, we hope to have this working in the next couple of days. After working on several other parts of the game, we finally got back to creating some more projectiles for the Vive game. We also began importing assets into the companion app on the HoloLens. We will have a video of the 2 games working together next week to share!
Today we added in the final version of the animated crowd for the game and also another projectile type. These will be present in our next build video. Also, our Global Game Jam game, Pool Party, has been polished and is playable at IGDA Scotland's Play Party this Thursday. More details can be found here: https://www.facebook.com/events/214192869045527/
Over the next few days we are taking part in Abertay Serious Game Jam where we will be making an Air Traffic Control game for the HoloLens. The jam is sponsored by NATS - the UK's Air Traffic Control organisation.
This Thursday - Saturday the team is taking part in Abertay University's Second Serious Game Jam. This involves using games to solve complex problems/issues. This year the event is sponsored by NATS who specialise in Air Traffic Control and the team is keen to make a HoloLens application for Air Traffic Controllers in the coming days. Updates to follow. On a side note here is our new splash screen animation: |
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