MCJOBLESS BIG STATUS UPDATE!
First things first; both of these two games are going to exhibition on Thursday Night to Saturday Night.
Since there's so much to say, let's break down to the two games I've got going:
GUNMAN-VRGUNMAN-VR is a cooperative-developed game with my Swedish friend (he did the art, while I handled programming). It's based off the old Wild Gunman game for the NES, but this one incorporates a few new features including Oculus VR/Google Cardboard intergration, random bluff chance, random hold times and 4 channels as opposed to the original solo gunman you'd go up against.
The idea behind the art (which is still a little placeholder, including the lack of UI elements, the emptiness of the scene and the height of the camera) is that you're seeing the whole NES scene being constructed from pieces of plywood, as if it was a Hollywood production. The Outlaw is supposed to roll up and fall down like shooting targets at carnival games.
Current Screenshots (not reflective of the final exhibition title):
We had a trial exhibition last week, and so here's a couple images of the stall we developed:
Yes, that's a LEGO gun. It's going to be present at our final stall, along with this beast.
Unlike at the trial stall, we'll be using the Oculus Rift DK1 (we had originally be developing for and planning to use the Oculus, but another person in our class developed a game for Oculus and our game was much easier to port to the Cardboard). I've brought a dev-kit home with me while testing the game:
This was a little surprise; neither of us developing the game expected it to turn out as fun as the players we've had have been raving about. With enough work, this could actually get a major content overload and become a retail Oculus game...
LOD^0LOD^0 is my major project, developed by myself over 30-ish weeks. The project was scrapped over 5 times, and there have been even multiple story-rewrites for the final design. The game is a Sierra-style Text Adventure with LucasArts commands and a simple art style made in Unity. It's not designed for public release.
Here's some screenies (non-final):
The game includes two side-scroller minigames, as well as a Lights-Out style puzzle which still uses the text adventure commands from the rest of the game.
The pitch/presentation went off almost without a hitch (I ran out of time and there were some minor organisation things that could have been changed). Art needs to be touched up this week. I have narration audio for the game which hasn't been implemented, and the tutorial needs to be fixed (again) for players who've never touched a Text Adventure game (almost everyone going to the exhibition).
I've got no images for the stall yet, but I can confirm I've got some dead computer parts and circuit board patterns I'll be using.