Friday Devblog 58

Graphical user interface conversion



Johann
Because of the problems with user interfaces that keep occurring, we've decided to move this big task up in our planning, and do it now. The problems we have had/are having with interfaces are things like them being too bright after updating Unity, us having to use a software cursor, which is positioned in 3D (if the interface is rotated, the cursor is as well) and has extreme delay on lower frame-rates. This is on top of the problems with interfaces and VR, where each vendor seems to need another scale setting to keep the interface the same size.

Instead of having to keep fixing all of these bugs, we upgrade to the new Unity GUI system. Even though the old system should still be supported, the new one is easier to work with, provides lots of advantages like being able to use a hardware cursor and has less chance of breaking with Unity upgrades.


Go To Location Objective



Jeroen
This week I have finished the implementation of the 'Go To Location' Objective. For this objective, you have to move from one point to the next, until you reach the final location which will complete the objective. This has been implemented in our tools, but also to the mission editor in-game. Players can add the 'go to location' objective and add multiple points which have to be reached in succession. This can have a time-limit, which can make the objective much more interesting. Imagine having to go through a tunnel, wreck or cave in limited time, following it up with other objectives like collecting trash on the sea floor or photographing coral and sea life.

The more objective types we add, the more dynamic missions the users can create, so this is very important to us. We are always curious to other novel ideas that might be incorporated into objectives if they fit our ideas for the new jobs that Zoé has talked about before. Our intent is that every type of mission and interaction we make for the final game could eventually be added to the mission editor for users to add themselves, however it is not certain at the moment how far we can go with this. The design for jobs is still in progress and some types of the interactions and features could prove to be hard to add to the mission editor in a user-friendly way.

I've also been busy with some minor bugs and additions. One mission in the Brony level was missing a bucket which needed to be photographed, this has been fixed. Photo target frames were not visible in certain occasions, also fixed. I've added some functionality for the randomization of item colour and mesh (for items like Christmas balls or Easter eggs). Next week I want to do some prototyping for new functionality, based on ideas Zoé has thought up and is still working on.


Previous blogs:

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- Devblog 57 October 30
- Devblog 56 October 23
- Devblog 55 October 16
- Devblog 54 October 9
- Devblog 53 October 2
- Devblog 52 September 25
- Devblog 51 September 18
- Devblog 50 September 11
- Devblog 49 September 4
- Devblog 48 August 28
- Devblog 47 August 21
- Devblog 46 August 14
- Devblog 45 August 7
- Devblog 44 July 17
- Devblog 43 July 10
- Devblog 42 July 3
- Devblog 41 June 26
- Devblog 40 June 19
- Devblog 39 June 12
- Devblog 38 June 5
- Devblog 37 May 29
- Devblog 36 May 22
- Devblog 35 May 15
- Devblog 34 May 8
- Devblog 33 May 1
- Devblog 32 April 24
- Devblog 31 April 17
- Devblog 30 April 10
- Devblog 29 April 3
- Devblog 28 March 27
- Devblog 27 March 20
- Devblog 26: March 13
- Devblog 25: March 6
- Devblog 24: February 27
- Devblog 23: February 20
- Devblog 22: February 13
- Devblog 21: February 6
- Devblog 20: January 30
- Devblog 19: January 23
- Devblog 18: January 17
- Devblog 17: January 9
- Devblog 16: December 19
- Devblog 15: December 12
- Devblog 14: December 5
- Devblog 13: November 28
- Devblog 12: November 21
- Devblog 11: November 14
- Devblog 10: November 7
- Devblog 09: October 31
- Devblog 08: October 17
- Devblog 07: October 10
- Devblog 06: October 3
- Devblog 05: September 26
- Devblog 04: September 19
- Devblog 03: September 12
- Devblog 02: September 5
- Devblog 01: August 29


Comments

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2 users have voted.
huszarl's picture
Poseidon
Points: 86958

Thank you so much for fixing some minor bugs and additions.
I tested current WOD version on Oculus Rift SDK 0.8.0.0 with Nvidia 358.78 driver ( https://developer.nvidia.com/gameworks-vr-driver-support ).
The WOD is running with Oculus SDK 0.8.0.0.