So after the realization that the only way to sell my game is on my own…

I’ve posted to Facebook to all of my friends. Oculus = Facebook after all, so let’s start there. None of my friends have the GearVR, and I’ve had 0 keys redeemed.

I’ve posted across a dozen different VR forums and said, hey, here’s my game’s website, and a bunch of free keys. All the VR forums I’ve been able to find have very few active users, and the post has had 2-3 views each, and 0 keys redeemed.

I’ve posted to Twitter, with as many hashtags as I could think of. Trying to give away free copies of my game, just to get usage statistics for Oculus, or as feedback on what I can change in my game. Honestly if somebody is just giving away copies of their unpublished game… I’d think it was a scam, or a waste of time. My trailer video has more retweets than me trying to give the game away for free, and as such I’ve had 0 keys redeemed.

I’ve given out Keys to all my developer friends in the space that have a GearVR, and none of them can use the keys. Why you might ask? Because they are already Alpha users of my game, and so their statistics don’t count(?). And thus, using this method, I also have 0 keys redeemed.

My discover is that I’m not good at Distributing Games. I can’t give away my game to players. You know who is really good at selling VR games? Oculus. They have a lot of users, and a lot of visibility, but I don’t have any ideas as to what I need to do to get published on their platform, and am left outside of their walled garden. It’s cold and lonely out here.

KHW9W-R9GAC-JCCYK-7GKCW-MJK93
GWC4F-4R3R9-XXTWA-4FQP9-PKC93
9KGQ6-J6TGW-YEA6K-GTC33-HCYEG
ANTH7-TE64F-JP9PY-XTEYT-KWYWE
Y3N7P-NC9T6-ET3JG-MYH7H-JNMYN

1. Launch the Oculus app.
2. Tap the menu icon in the upper left.
3. Tap the settings (“gear”) icon in the lower left.
4. Redeem Code
5. Enter one of the codes above. Odds are they still available :)

I’m pretty sure this is a very polite rejection letter, with no chance for repeal.

Keys-Only

So, my interpretation is that my only alternative is to distribute the game myself, and hope to find players which like my game, and produce impressive Usage Statistics, and then Oculus might reconsider helping to distribute my game.

Man, I wish I had a distribution partner, who had a bunch of users, and was willing to take a cut of the sales for my game. Really would make things easier for me.

DragonFlightApproval

I happened to be looking at something in the oculus dashboard and saw this! I haven’t gotten an e-mail yet, and I’m not sure what the next steps are, but either way, that looks really exciting!

(Edit: Turns out this is a deceiving way in which Oculus tells you that they dislike your product, and will rarely consider it for public distribution thereafter…)

I’ve submitted Dragon Flight to Oculus 3 times now. The first two I had entitlement issues, and I think I’ve finally got those figured out. It’s really exciting though, to see the status of my game passing all but the entitlements validation technical checklist items. So many green pretty checkmarks. I think it’s really neat how transparent Oculus is about exposing their automated technical tests.

Can’t wait to hear back on the rest of the review

So, I’ve gotten the game playable, and I’ve spent a lot of time working through the environment art, and the gameplay modes. I was really excited once I found what I considered to be a very fun loop within the game. There is very little left that I ‘have’ to do before I’d consider it the minimum viable product for the Gear VR. I have some lofty goals around post launch goals (Multiplayer, more levels, more dragons, more animations, more polish, better performance, etc. etc.).

But the basics of the game are you load into an environment where you can customize your dragon, view your scores, or climb atop a dragon, and fly into one of four realms. Within each realm there are 3 different game modes. First mode is a ring game, where you fly your dragon around the environment through a series of rings. It’s more of a suggested tour of the area, but allows you to just enjoy flying on a dragon and setting your own pace. The second mode is an unlimited fire mode, where you have several things to fly around and roast. This again, allows you to just enjoy flying around and lighting things up whilst riding on the back of a dragon. The third game mode is a challenge mode, where it combines flying through rings, collecting firepower, and then burning things down. This actually turns out to be really fun because you have to balance how quickly you pass through the rings, with how diligently you search for firepower. Fly to fast, and you won’t be able to burn down enough ships or buildings. Fly to slow, and you won’t have enough time to collect firepower, and you’ll miss out on burning things down.

Additionally, I’ll have a number of potions which can be collected throughout the levels which unlock dragon colors. So customizing your dragon is another layer of the game, where you will need to explore the far reaches to collect the colors that you want your dragon to be. Simple mechanics, but I’m really proud of how the game looks, and ultimately I find it really fun to develop, and to test, which is a promising thing. I still have to put together a video, screenshots, and finish some of the code around these features, but I hope to be just in Bug Fixing mode by October 1st. It’s getting really close now that the three game modes are available.

Next stop – additional hardware, and additional features. Unless the wind carries me in a different direction to a new project 😉

It kind of took me a while to find an art style that I think I can go with. But here is some of the early development on Dragon Flight. I’m hoping to get it ready for release and in the market for the end of this year.

September 18th:

September 17th:

September 16th:
Screen Shot 2017-09-15 at 10.58.35 AM

September 15th:

September 14th:

September 13th:

September 12th:

Had a lot of fun at the Las Vegas Summer Game Jam. I decided to do a VR project around growing and shrinking and leveraging some VR mechanics people say not to use, for the sake of immersion. Alice is a project which I’d like to publish someday. We’ll see if I can allocate more than 18 hours to this project moving forward.

Game Play Through:

Cool Floor Shader:

Final Presentation Here

I’ve re-written Civil Engineering Calcs in C# & Unity, so that I could launch the product on Android (Available Here) and also to add in 64 bit support to be ready for iOS 11. This re-write also adds the ability for me to better maintain the project in the future, since it is now on GitHub, and Unity Cloud Build. It also is now 3D visualizations, and has better exporting serialization and exporting. Some pretty cool things are coming together for this project. Hopefully the few who use this app will appreciate the effort.

Traffic Count Screen Shots:

I had a ton of fun at the Unity Meetup Tonight (Slides here). I’ve had a lot of contract work recently around HTTP and REST api interactions. So I thought I’d drone on about the best way to handle these functions in Unity, and give a little shoutout to a Unity Asset.

We also talked about the game jam, and our sponsor Houdini. I’m getting really excited that it’s coming together, and I’m excited to see what everyone comes up with. Also had a good dinner with some friends. It’s always good to catch up.

So, I started re-writing an app that I original wrote on iOS, and the intent is not be unavailable to users who switch to iOS 11 in September. But I was struck with how much fun it was to go back to the basics of the math behind Manning’s Equation. It’s really a fun bit of math, and it’s really fun writing code to generate 3D models of water levels in pipes and channels to visually represent these formulas. Hopefully I’ll have something to show pretty soon.