Final Project: A Night at the Museum

VR Puzzler: Night at the Museum Introduction ‘Night at the Museum’ is my final project for Udacity’s ‘VR Developer Nanodegree’. It was developed in Unity and deployed for Google Cardboard on Android. Have a look at the walkthrough video: In this video, you can see five distinct areas or exhibits: Aviation, Gaming, Education, Space Exploration […]

An Industry I Would Like to Impact With VR

INTRODUCTION The industry that I think could be impacted greatly by VR is aviation. USER PROFILE Name: Captain Kruzier Age: 37 Quote: “Vox 2” Description: Captain Kruzier is a fighter pilot who has never used VR. He’s frustrated with the lack of training time available due to the high cost of aircraft simulator time. VR Experience: None ADDITIONAL QUESTIONS How […]

Thinking About My Next VR Application

Introduction I’m wrapping up the current term of the VR Developer Nanodegree I’m taking on Udacity, and it’s time for me to start thinking about what my focus should be: Mobile 360 Development, or High Immersion. A big part of this is thinking about what my next application should be. One of the ideas listed […]

Paralysis by Analysis

Things have been moving slowly lately. The game is at the point in its development where things really can’t progress until some UI has been put into place. The player is able to both attack and use spells, but there is no in-game mechanism by which to switch spells or weapons (the spell system, as […]

Commit Nov 22nd 2017

11/22/2017 10:01 PM – Milestone#2 complete! Player actions are working perfectly and complete combat cycles are able to be completed with either the player or enemy being defeated. Player is able to attack and cast all spells, although no mechanism to change equipped spells or weapons currently exists (except for through the editor [weapons cannot […]

Commit Nov 21st 2017

11/21/2017 10:15 PM – It seems that all callbacks for both the enemy and player are complete for all permutations of both self inflicted and opponent inflicted effects (Damage, healing, status effects, etc). This also takes into account and plays the appropriate animation for affinity to magick types (having greater than 100% fire defense will […]

Commit Nov 20th 2017

11/20/2017 10:08 PM – Fixed some problems with turns ending at the incorrect times/too many times caused by some poor logic in SpellManager. How spells work and the exact point at when they have their effects applied, as well as when turns are ended has been more tightly defined. All callbacks from animation events triggered […]

Version Control Commit Comments

In my last post, I said that I hoped my blog posts would start getting more frequent. That was over a month ago  😐 But that doesn’t mean I haven’t been working on things, I just don’t have anything new that’s super interesting and warrants a blog post. However, I really want to make these […]