A Velociradish Devlog – Prototype #3 Part One

Velociradish Production

For this prototype, we had two goals that we wanted to achieve:

Firstly, we wanted to complete begin this project from scratch in order to give ourselves a fresh start, after somewhat bloating the previous project with so much content, yet not enough substances. As a result, we threw everything out the window and started to furiously brainstorm

Secondly, we wanted to take advantage of new technologies should the opportunity arise, and should it fit the project. For this we found a way for virtual reality to provide a rather integral part of the experience.

And so, a storm was coming. A brainstorm, that is. We agreed to aim for writing down 25 ideas over the weekend, before reconvening and seeing what we could come up with. The exercise produced no clear winners, however, as a day of seemingly-fruitless ideation came to an end. Despite further advice and suggestions on ways to think outside the box, frustration began to set in. It wasn’t until discussion with an adviser on what kind of game we wanted to make did we manage to make progress. So what kind of game would did we want to make? My viewpoint was summed up with ‘something hilarious’.

And so, during discussion about peripherals such as the Oculus Rift and the Leap Motion, I pitched the concept of playing as a crab, and using the Oculus to control movement, while using a controller or even Leap Motion to manipulate the claws!

For the latter half of this week I’ve been getting back into some 3D art, making environmental art and props, such as sea shells, wood and segmented seaweed for our neat dynamic seaweed system!

A difficult decision that is coming up is whether making the game a singleplayer adventure will be of correct scope for this year. On one hand, it will give us the opportunity to push meaningful messages through the narrative. On the other, crab duelling just seems too irresistible not to tinker with!

Stay tuned for my next Velociradish adventures!