Narrowed for iSlayer

Back in 2007 I helped work on a game called Solitude, which won ModDB’s Top 100 Mods of the Year in 2008 and Top 100 Indie Games of the Year in 2009. It was basically Halo for the PSP.

A few fans of Solitude are now part of our community for iSlayer, and have requested that I remake my most popular Solitude map for iSlayer. I threw together a little something, and it ended up being way better than the original, if I do say so myself.

Here is a 360 degree tour of the new Narrowed with the original ambient music and sounds that I composed/created for the game. Enjoy!

Testing the Portara Engine with Halo 2 Assets

In our new VRMMORPG, we are beginning to test gunplay. While starting to get the guns in order, my programmer asked me to put together a sandbox testing area for guns. I thought to myself, “What has the best, most balanced gunplay in video games?” Of course, the answer is Halo so I dug up some old Halo 2 assets (the multiplayer level Coagulation, some gun models, and of course the Master Chief player model) and began testing. So far, the guns seem to work pretty well in the Portara engine, but there’s still a LOT of work to be done. It’s very promising to see Halo 2 content running without lag on an iPhone with online multiplayer! Here’s hoping for a Halloween release!*

*please note that we will NOT be selling our game with any copyrighted material in it; including, but not limited to Halo assets.

Battling Motion Sickness in Virtual Reality

Screen Shot 2015-08-12 at 6.54.00 PM

As many of my followers know, I’m working on a virtual reality game– the world’s first VRMMORPG codenamed Project Portara. I’m in charge of all the things you will see and hear in the game, which includes level design.

I upgraded to Mac OS X El Capitan so I could get the Xcode 7 Beta. This allowed me to finally play-test Project Portara in real VR and with the Steelseries Stratus bluetooth controller. As amazing as this was, it became very clear that motion sickness is going to be an obstacle in the user experience. I strapped on my Google Cardboard to my family and close friends, and watched them stumble about while watching them in-game on my Mac. Most were able to play for a maximum of 5-10 minutes before getting sick.

My little brother is a frequent gamer, and he was the only other person besides me who could play indefinitely without getting sick– it’s interesting how it seems like people could build up a tolerance for screens– is it cause of effect? Are gamers people who are capable of staring at screens for hours, or does gaming make people capable of staring at screens? I’ll run some tests at a later date, but for now, I’ve got to treat this symptom with proper UI and level design.

I found that putting a stationary object in the middle of the screen (such as a weapon or UI) helps players by giving them a point of reference while looking around in 3D space. I’ve read that you can superimpose a “nose” in the middle of the screen. We added a sword to test. This definitely helped, but we’re going to have to add more for sure.

Now here came the tricky part– I added a set of islands (pictured above) to our game, but it honestly made me incredibly nauseous two days in a row. After playing the game for 10 minutes the first night, I got a migraineĀ and quit work for the night very early. Thinking I only had a head cold, I tried again the next day And experienced the same results despite being in good health.

I realized that this area that I had spent three days designing would now have to be scrapped. I think that the island area of my world had three things that triggered headaches and motion sickness, and they are all things that I’m going to avoid in the future while doing level design for virtual reality entertainment.

1. Reflections. I added water with real-time reflections, and I think that for whatever reason, it messes with people’s eyes while wearing VR goggles. I’m curious to see if it’s just for Google Cardboard, or if people will experience the same troubles with the Oculous Rift.

2. Too much variance in terrain height. I added a lot of flat ground (to make it look good for the top-down view), and I think that constantly adjusting your eyesight to look around walls and across flat lands caused a little too much eyestrain. I’ll try to make terrain changes a little more gradual in the future.

3. Too close. Walls, pillars and hills were too close to the player all the time. You’d walk across a cluster of tiny islands, but when you turned a corner you’d be confronted with a wall. Constantly having to adjust your eyes from looking at distant objects, just to have a wall appear right in front of you actually became an issue when playing with a VR headset, so I’ll have to keep that in mind when I redesign this whole area.