PLASMAworlds BlastBox Prototype - Week 1&2

Hi. Anwar here.

WEEK 1

First week was, creating the bridge between Unreal Engine and Android so we could create builds to the grearVR.

That proved very difficult and took me several days before I could get it up and running, to then in which I definitely had no idea what I did different from all else I was doing to actually get it to work, but it was working. Yay. 

Naw.

Naw, because in the process of all of that I decided to upgrade my computer. What kind of upgrade you ask? Well, the whole Wazoo; motherboard, graph cards and everything else you could think of. I hadn't done such a feat since I built the little monster, 7 years ago, which is why I'd forgotten that I an upgrade of that magnitude meant I would have to reinstall... every... thing. And so unpon completion of the rebuild began, the re-journey of making the Unreal to Android to gear 360 bridge again. 

Finally when it was all said and done, the week was over... but not before I got a meeting in with the dev team. Everyone is excited. What are we building? Calm down a second wont ya? I'll tell ya. 

PLASMA: BLASTBOX. 

BLASTBOX is a whole new world of a kind of Mario - DuckHunt like interactive shooting experience. We are taking you back to that moment when you got your first Nintendo, plugged it and the pistol controller in, and had a blast shooting things on the screen. Only this time, you are in an alien world, a world from an original IP called PLASMA, and you are not shooting ducks anymore, Nope! Now you are shooting Jambars, little crazy alien creatures that want to destroy you and Instead of the TV screen, you are now in VR, 360 degrees of discovery. Lets go!

 

Week 2

Testing Testing 1 - 2 - 3

We spent the second week testing the constraints of what we can do, cant do, and just shouldn't because its looks horrible for the BLASTBOX prototype. 

We have learned about drawcalls limitations, poly limits,texture limitations and bone rigging limitations, and so much more. We also started to block in some weapon shapes, but really week 2 has been all about getting somethings into the Unreal Engine and then loading it up into the gearVR and seeing what happens.

This is what we have come up with so far. BLASTBOX- GEARVR_test_01

Its rough and ugly but it is giving us lots of knowledge for the journey ahead.


I have also been busy attempting to meet an amazing engineer to be a part of the dev experience... and a sound person ... and an animator. So far it looks to be that I have a hold on an animator. I am still in talks with the engineers and sound techs.

Cheers to progression. - Anwar

Anwar Bey-Taylor