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tRS LEVEL MAPS: |||||     SYSTEMS: |||||     CHARACTERS: |||||
    SCENARIO PROGRESSIONS: |||||     CUTSCENES: ||||| WRAPPING/POLISHING: |||||



Quantum Leap+Doctor Who+Doctor Strange+Sliders+Mememto in VR

You awaken adrift between dimensions, and you must explore numerous unqiue realms, each with a unique experience and set of problems in need of solving, if you want to find your way home.



About 3 years of casual development has gone into this experience (October 2014 - June 2018), and this game and NotSS take place in the same narrative universe (almost all of my stories do), and eventually the goal is to finish this as well, though production focus has shifted to NotSS for now for a couple of reasons.



The friction of developing using a VR headset every day meant I tended to avoid work more often. This is exacerbated by the way Oculus spams your desktop with their store page every time you turn on the headset, and it HAS to stay in your taskbar or you can't use the headset. Which pisses me off every time and puts me in a bad mood unsuitable for creative stamina. Like I said; friction. The other big aspect is that my computer is not technically good enough to run VR, which means my frame rates can get lower than is ideal for development, bumming me out and making me nauseated. I DO, however, still sculpt the landcapes for my games first in Oculus Medium because there's nothing else quite like having such a child-like lego sandbox available in terms of creativity with instant feedback.



In addition to the extra friction of developing in VR, the visceral power of VR can put your focus in specific areas and make you think an experience is more substantive than it really is, which bogs down development. tRS is largely environment porn at this point with little gameplay "drive" to back it up, and I could release it TOMORROW as a "walk around these cool environments" VR experience. That immersion is very important but not enough on its own to remain compelling for long. And because it's in VR, 3D modeling needs to be more precise and detailed than when working on regular 2D 3D games, and shaders need to be more tailored.



So these are some of the reasons developing in 2D (I mean, NON-VR 3D) (but planning for VR and modeling things to scale to begin with) has been handy for me. It's always something I consider - ensuring adding VR support will be easy - amd that creates interesting development challenges. For example: how do you do cut scenes in VR? You could do the "stay in first-person and have Half Life 2-style cut scenes" thing, but what if I want crane shots and sweeping camera movements? How do you do that in VR without guaranteeing sickness? In Resident Evil 7, they just slap the cut scenes onto a 2d virtual monitor in front of you. I don't like that, either. Solving these challenges adds an extra layer to development when I need to be focused on getting the core game experience solid. Incidentally, No Man's Sky is probably one of the best VR experiences out there because they focused on making a solid and full game first before adding the VR Layer, so if the first time you play that game is in VR, you will be TOTALLY blown away. (Until the limitations of the game design itself become apparent, but that's a separate issue.)



It's also just really smart to ensure people without VR, and even without a gamepad, can comfortably play the game (without friction). Making sure it works well WITHOUT VR and is fun and satisfying will make it even more amazing when VR support is added.



Once I realized I can develop most gameplay systems without using VR and can integrate the VR later, NotSS became a perfect candidate for this since the goal is to have a gameplay scripting system that serves most of my needs for any further games. The other big reason is that NotSS is a more coherent experience that feels more "driven" than the more ambient, experimental tRS. Whereas NotSS is a singular experience, tRS is actually about 45 unique short game scenarios and is a larger undertaking because its needs, characters, and stories are more varied.



tRS's varied experiences are a result of my needing to jump around to avoid getting bored with any particular scenario and are a way for me to explore and uncover my ideal game genres and mechanics. NotSS is the result of that experimentation, and I can tell I'm on the right trick because I almost NEVER get burnt out on creating NotSS, and it's designed such that when I get sick of 3d modeling, I can work on Playmaker scripting, or I can develop characters or dialogue. NotSS is EXACTLY the kind of game I wish existed but doesn't. There's always SOMETHING I'm excited to work on, some problem I'm excited to solve.



Overall the idea of playing a finished NotSS is insanely exciting and more compelling than the idea of playing a finished tRS, though the goal is definitely to finish both. One interesting side effect of formulating and coagulating NotSS, is that there are now many things tRS does not NEED to be anymore. I've actually taken a few scenarios from tRS and used them in NotSS, where they fit perfectly. This makes tRS less guided, and I'm still occasionally trying to find a new angle to make tRS exciting for me again. It will be finished in some form, but perhaps not in the current form. It could possibly become a VRE (virtual reality experience) anthology, though I do like the core story I developed to tie all the scenarios together, and I want to do something with that, too.



The big difference between NotSS and tRS is that tRS would be an amazing virtual reality game. NotSS, if I can pull it off, will be a revolutionary video game unlike anything I've ever played that has the potential to shift the way many game mechanics are developed for games, while simultanously hitting the sweet spot in several under-saturated game genres. (I really want another Earthbound and another Majora's Mask, so why not combine them?) If I can pull it off, that is. For now I just work hard each day. Like a tortoise.

























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Everything is a work-in-progress and is subject to change. Release dates TBA.