Insight VR

Beta Build #2 Discussion

by john on Oct.05, 2009, under Uncategorized

New in this build:

  • Stereo positioning of audio sources and 3d audio using OpenAL (use headphones for best results)
  • Enemy ships are faster (too fast?)
  • Enemy ships turn more fluidly
  • Enemy ships are more accurate shots
  • Enemy ships that are damaged and spinning off into space have a catastrophic explosion sooner
  • Camera zooms away to show you exploding when you die
  • Controls go away when you die

Feel free to comment here or via email if you’d prefer to give feedback privately.

If you’re not in the beta and are interested in being an active participant leave a comment and I’ll contact you via email.

Here are the instructions that went out with the first build:

Installation Instructions
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If you’ve given me your 40 digit device ID, then the files I’ve attached will allow you to install the game using iTunes under Mac OS X or Windows.  You’ll need to uncompress blaster.app.zip.  Drag and drop the .mobileprovision file and then the app onto the Applications section under Library on iTunes.  Please let me know if you’re unable to install.

Windows users: use WinZip to unzip the file.  The built in Windows unzip can corrupt the file.

Device ID
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If you haven’t sent me your Device ID please do so.  You can get it via iTunes.  Plug your device in via USB.  Click on it under Devices. On the Summary tab the 4th line of information is the serial number. Click on that number once and it will toggle to the device ID.  Then press command-C on a Mac or ctrl-C on Windows to copy it.  Note that can’t highlight it so don’t try.  Paste it in an email and send it to me.

Game Status
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I’ve got a game engine, controls, and a first draft of sounds.  I do not have a menu screen, instructions, or proper handling of clearing an area or death.  Ideas for all these things are welcome and the part purpose of this test.

Instructions
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The goal of the game is to mine asteroids for energy crystals, which are obtained by shooting asteroids that show up on radar, revealing their inner crystal.  Then approach the crystal to gather it.  There are also enemy ships that will attempt to destroy you.  It is a good idea to shoot them as well.

The UI is minimal in order to devote most of the screen to the game. There are currently 6 visible UI elements:

1 – A radar with cross hairs which displays the relative location of energy sources (both asteroids with crystals and enemy ships) as blue dots.  Very small dots represent things that are behind you, slightly larger dots represent objects in front of you.

2 – A cyan bar in the upper left that grows longer as you collect crystals.

3 – A red square in the lower left that is your fire button.

4 – A red bar above the red square that represents your shield power.

5 – A blue square in the lower right that is your thruster button. Press it to accelerate in the direction you are facing.  Release it to stop accelerating.  Note that if you drag your finger off the square after pressing down and then release you’ll continue to accelerate. Currently I’m considering this a feature.  Tap the square to stop accelerating in this case.

6 – A blue bar above the blue square that indicates your current speed.  Note that turning does not alter the direction you are heading unless you use your thrusters.  There is a strange form of space friction which slows you down over time and limits your top speed.

So far I haven’t mentioned how you change direction.  After trying four different control schemes I’ve come to the conclusion that the best way (that I’ve found anyhow) to turn is the use the entire screen as a control surface.  Drag your finger up to turn up, left to turn left, etc.  This control area overlaps with the buttons, so you can tweak your direction while pressing either of them by sliding your thumb.

What I’d LIke From You
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I need feedback on: – the control scheme – graphics – a resource who can produce better sounds – is this fun?  What would make it more fun? – is this too easy?  too difficult? – I’m thinking of adding some sort of mother ship that you start and end missions from.  Is that a good idea?  Or should missions just start in space and end when you’ve cleared the area? – anything else you can think of

I really appreciate your willingness to help with this.  Please feel free to be brutally honest in your feedback.

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