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G.A.P. System 2015.09.18



Grabbing things in VR feels like playing with toys.

The GAP (grab and place) system is implemented into the Oculus Rift project. Notch once said he knows he is getting somewhere when he starts to accidentally spend more time play-testing the game than coding it, and that’s happened here. Running around the test scene, finding the objects, gathering them onto my portable shelf (the most duh and awesome inventory system ever), arranging them on the table, the floor, or other shelves, and taking pictures, is fun. I Honestly felt like I was a little kid with a bunch of toys in a play room, and it’s super easy to bring items in close to examine and rotate them, or to place them in the air. Now I really want to add like little train tracks to make scenes. You can already use the in-game camera to take screenshots, as you can see here, and the next step would be to figure out how to make savegames. My friend who likes legos will probly crap his pants when he gets to try it out.

If it’s this fun to find and gather and arrange these toys, just imagine when they can do things, untethered by real physics or engineering! Imagine having a toybox with little lego men who have a day/night schedule and a job system. you could send all the little dudes the other end of the room and chase them and shoot them, or have them chase or shoot you. The movement system is already pretty robust, and your “stealthiness” changes according to your body stance and the amount of movement and noise you make. There’s a flashlight, a camera, and a functional paintball gun. These are all just pieces, and taken together, it’s suddenly and accidentally awesome.


#gamedev #Unity3d #Unity 5 #Playmaker #Blender #Oculus Rift #Oculus #VR #SIP2
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Everything is a work-in-progress and is subject to change. Release dates TBA.