I am going to try to divide the project into manageable scenes which may help processing load and performance on the mobile VR device (oculus go). I’ve joined a really nice, supportive discord community called MVR which is a collection of users and developers who are interested in Mobile VR development. This looks like a good place to listen, learn and contribute where I can help others.
User testing has also highlighted a major user issue which I thought may be okay (I’d played other games that worked in a similar way) but due to motion sickness and play area detection issues, and player safety I need to look at either teleportation or snap turns.
These are the priorities for this weeks development however the following is a list of the final project fixes ideally to be completed this week.
I think using the X-RAY interaction toolkit May solve multiple issues, but I’m not sure until I start using it.
User testing has also highlighted a major user issue which I thought may be okay (I’d played other games that worked in a similar way) but due to motion sickness and play area detection issues, and player safety I need to look at either teleportation or snap turns.
These are the priorities for this weeks development however the following is a list of the final project fixes ideally to be completed this week.
I think using the X-RAY interaction toolkit May solve multiple issues, but I’m not sure until I start using it.
Final Fixes
🔲 Animated Lunarium Logo clip
🔲 Tower Door Slide Mechanic
🔲 Teleportation 🔴
🔲 Coin collect
🔲 Coin Counter
🔲 Ball Throw
🔲 Cut Scene ‘Top Tent’
🔲 Scene Transition 🔴
🔴 Essential
Next Steps
🔲 User Testing
🔲 Open to wider user testing on Discord Community.