That is correct. I have launched a Kickstarter for Project Torus, my multi-platform VR game. I invited Nick Pittom, a fellow game developer, to discuss the Kickstarter process and the current state of VR.
We already knew about Nick, aka RedofPaw, from his amazing work with My Neighbour Totoro and Spirited Away. When he heard about Oculus Connect happening later this year, he knew that he would not be able to afford it with out a little help from his friends. This is where Kickstarter came to save the day.
“RedOfPaw’s Big Crazy Stupid VR Adventure and American Pie” is Nick’s solution for raising the funds needed to send him to Oculus Connect. He is designing a VR experience with all sorts of fun assets and gameplay that is being influenced by his Kickstarter contributors. It is a novel and obviously successful idea. By the time you listen to this podcast, Nick will have already surpassed his funding goal, and is on his way to making an amazingly zany video game for his fans.
Now, it is my turn. Here is your first look at Project Torus.
When I attended the SVVR Conference & Expo earlier this year, I had a chance to try out the latest prototype of GameFace. I immediately realized that for mobile VR to work, we would need loads of content. So many developers were focusing on desktop VR experiences, but there wasn’t much for mobile. To take it even further, there was absolutely nothing out there being developed for all platforms. Now there is.
Project Torus is a shooter at its core. Imagine a stadium with a UFO flying around it trying to kill you by throwing orbs at you. Your goal, destroy the UFO before it destroys you. Seems simple, but when you are being bombarded in 360 degrees, you quickly see how difficult it is to focus all of your attention on the UFO without suffering impending death from the attacking orbs.
What makes Project Torus unique is that I am designing it with mobile in mind first. You cannot take a great desktop VR game and just compile it for mobile and expect it to work. The mobile platform is not ready to handle those graphically intensive experiences yet. You have to design for mobile, then go to desktop. Because of this roadmap, I have been able to create an experience that is fluid and fun on all platforms.
What about input? The best arcade style games have simple input. Project Torus requires two things, your head, and one button. Whether that button be on a mouse or a controller, or simply tapping on a screen, there is no need for complicated control schemes. The only movement you make in Project Torus is with your head, aiming the gun turret at your intended target. Because of this simple gameplay you can focus more attention on mastering the game, instead of learning it.
Unfortunately, I suffer the same fate as Nick. I do not live in California, and the cost of travel to all of these conventions is quite a bit. Like Nick, by offering a VR game on Kickstarter with a reasonably attainable goal, I am trying to gather the necessary funds to attend Oculus Connect, as well as complete my game. With some luck, and the support of the VR community, I will be able to achieve this goal.
I really appreciate all of you who have supported me and my podcast for the last year. If you feel like giving a small piece to help me complete my game, you can go here:
Plus, if you can make it before it completes, check out Nick’s Kickstarter as well.
A big thanks to Nick and to the entire VR community!
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