Cave Defender Devlog – Week of September 24, 2018
Since January 1st of this year, I’ve been keeping a log of my daily work on Cave Defender. I’m sharing this log on a weekly basis so you can find out how development is going with the game. In the last week I:
- Upgraded Unity to the latest LTS release (2017.f4). Everything still works! (For the Go at least) ‘Single Pass Stereo Rendering’ still says it’s in preview, and wasn’t working at first still. But it turns out it’s the bloom post processing I had on, which works for Cardboard but not with Go + Single Pass, and Carmack doesn’t recommend any post-filters like that in VR anyways.
- Started applying Oculus Connect learnings to the game. Got 72hz mode enabled (I think?) but the ‘multiview’ optimization seems to not work in this version of Unity. I’ll have to update to the LTS version. Also for some reason MSAA 4x doesn’t look great? Hard to tell.
- Oculus Connect day 2!
- Oculus Connect day 1!
- Went to San Jose for Oculus Connect! Attended the Oculus Start dinner.
- Fixed a long-standing bug where you could get stuck if you tried to “exit to main menu” while the game scene is still loading in. Tested the first briefing scene in the Go, standardized the pause menu across game screens, and made the “laser pointer” laser stop when it hits geometry. Submitted a build to be reviewed for Oculus Connect (reviewed for feedback, the game is not complete at all yet)
- Lots more work on making the build Oculus Go compatible. Figured out what has to be done to get a successful upload to the Oculus Dashboard, and a bunch of testing on device.
No media posts this week.
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