Considering the version of “SPAce” in “Dreams” on Google Play isn’t the newest iteration my fiance and I ended up creating, we wanted other people – not just those that went to Lexplay ’17 – to be able to experience it in a more perfected form, as well. Version 1.5 has some changes here and there, with a few tidbits we were able to update in the small time we had between Rules and Play art gallery and Lexplay. The link below goes to my personal Itch.io page for “SPAce,” where you can download, donate (only if you choose to), rate, and comment. Please let me and my fiance know what you think!
Considering the version of “Sol Mates” in “Dreams” on Google Play isn’t the newest iteration I ended up creating, I wanted other people – not just those that went to Lexplay ’17 – to be able to experience it in a more perfected form, as well. Version 1.5 has a variety of changes: from different sound effects, different textures here and there, and a few other tidbits I was able to update in the small time I had between Rules and Play art gallery and Lexplay. The link below goes to my personal Itch.io page for “Sol Mates: Earthen Star,” where you can download, donate (only if you choose to), rate, and comment. Please let me know what you think!
The final Gold version of “Dreams” we created was published right before Lexplay Gaming Convention ’17, so we could allow convention goers a chance to download the app on their phones, and use the Google Cardboard headsets we had to play the game in its original form. It is still hanging around the Google Play store, and is in waiting for your eyes and ears. The game is free for all to play (as long as you have a smartphone – we might plan on releasing an iOS version eventually), and please feel free to leave an honest review or rating on there for us! The link to download “Dreams: A VR Art Gallery” is right below.
During Lexplay Gaming Convention ’17, we at HVRE were given our own booth for the entire weekends, and we got to show off both the VR version on Google Cardboards – that we’d pass out to onlookers – and stand-alone versions on laptops for those that didn’t want to download the app to their phones or get “strapped” into a headset. Half of the games on the VR version were built out to play on regular Windows’ computers, and with that, I went back to “SPAce” and “Sol Mates” right before the convention and made a few small changes that would reflect the new platform they were on (compared to the VR versions, that had different control schemes and other small variations).
Enjoy the trailer!
During Lexplay Gaming Convention ’17, we at HVRE were given our own booth for the entire weekends, and we got to show off both the VR version on Google Cardboards – that we’d pass out to onlookers – and stand-alone versions on laptops for those that didn’t want to download the app to their phones or get “strapped” into a headset. Half of the games on the VR version were built out to play on regular Windows’ computers, and with that, I went back to “Sol Mates” and “SPAce” right before the convention and made a few small changes that would reflect the new platform they were on (compared to the VR versions, that had different control schemes and other small variations).
Enjoy the trailer!
After months of working on our games for HVRE 2017 (a collection of games known simply as “Dreams”), we were invited to several events to host and show off what we had done. The first of the events was the Rules & Play Interactive Art Exhibit that happens twice a year in Lexington, Kentucky. The third would eventually be what we had building up to this whole time; Lexington’s only gaming convention, Lexplay ’17. However, in between those two events, we got to present our work at three different showings at Transylvania University’s own Moral Art Gallery, as part of a theme of futuristic, interactive art.
The first two showings at Morlan were fairly tame, garnering a couple dozen people (or more) at each one. We got to relax and let others play our games using the Vive VR headset, as we conversed with our onlookers about the development process that had transpired. For the last showing at Morlan, it was to be more of a presentation, rather than just simply allowing random art goers to come in and out to look at the gallery.
Myself and the technical lead of “Dreams” got the chance to stand in front of a decent crowd (with definitely more people than had attended before), and for an hour we got to both talk about and show off all of the hard work we had put into it. The curator of the gallery seemed quite pleased with our presentation and the games we had created, as well as the students, art seekers, and walk-ins that were there that day. It was great to be able to converse with an audience about something I am passionate about, and gave me a boost of confidence seeing so many people interested. We were even interviewed by a writer for a local magazine and was placed in a printed article the very next month.
Enjoy the video!
After HVRE “Dreams” was all but completed and published, we all sat down as a group and had our last monthly meeting (a month after the last milestone meeting). The leader of HVRE wanted to interview each of us, during this time, and edit down the videos into succinct and entertaining monologues about our individual experiences for the past 5 months.
Being close to the leader (and also mentor at the time), and knowing a little about video editing, I took it upon myself to gather up all of the data we gathered that day, and take a couple of weeks to edit hours upon hours of video, injecting unique, yet consistent flavor in each of them. After all was said and done, I had made a video for each of the core members of HVRE 2017, and also created a final compilation video, with the best parts of each specific one in it, which would be played at the RJD (RunJumpDev) monthly meeting that would take place afterwards.
I never really saw myself as a type of editor, but after years of playing around with editing software, and knowing how OCD I can be, perhaps it was destined to be a good fit, after all. I hope to continue to do video editing in the future, and perhaps even dabble in After Effects and other pieces of software to create even better videos!
Please enjoy the playlist above; with the first video being the compilation interview mentioned.
“SPAce” was the third and final game I helped work on for HVRE 2017’s collection of games known simply as “Dreams.” Completely conceived from the ground up by my fiance (who also has been a member of HVRE as long as I have), she wanted to create something akin to her most favorite of video games: “Myst.” Like most traditional point-and-click adventures, this was was going to include locomotion through various static points in the game. For example, the game starts out in a hallway, but you are only allowed to look around (not move, just yet). The only way to move forward is to solve a small puzzle to get into the actual spa area; and the rest of the game echoes this simple mechanic.
Taking my wife’s ideas (from her notes and drawings), I jumped into Maya and Photoshop and within just a couple of weeks, I had a working and somewhat functional white box prototype for viewing; and suffice to say, she was beyond ecstatic. We had some other members of HVRE jump on board, seeming interested in this sort of game, and the end result is exactly (according to my fiance’s words) what she was wanting out of it.
Like with the other two games I worked on in 2017, we got to show this game off at two different art galleries and even a gaming convention. During those events, compared to all of the other games in the project (both of my own and everyone else’s), this one seemed to garner the most attention, downloads, and smiles! I loved working on a functional game with my fiance and love, and would surely enjoy doing it again (or even updating this version into an ever better one).
“Sol Mates,” as mentioned in another post, was first conceived as part of a business plan that I would put into effect post graduation in 2017. I wanted to make a small VR experience showcasing some lore and mechanics from the “Legends of Saviors” series I’ve been working on, and because of the opportunity with HVRE in 2017, I was able to create just that (and then some!).
The idea behind “Sol Mates” was to create a super surreal type of experience, that would both dazzle and even confuse the players, in a sort of curious way. Even though the game went through major changes in the first couple of months, to eventually portray something a bit different that was originally intended, I feel the game came out stronger and even more unique and surprising. Like with “Yenen’s Tale,” I was able to show off this game at two different art galleries, and it was even part of an interactive booth at Lexplay Gaming Convention ’17!
I can’t thank the fellow HVRE members that helped on this project enough, because I feel I wasn’t the strongest coder or artist back then (I was trying to focus on design and mechanics for this specific game), and was really needing some direction from others in the group.
“Yenen’s Tale” was also conceived during my time at BCTC, and was meant as a modernized throwback to a game I had created on the Playstation 1 using RPG Maker. It, too, was part of the “Legends of Saviors” series, and was the story of how three of the main Buntaiens meet each other on the planet Par’N, and some of the events that transpire form their meeting. In this version (the “Dreams” version), Yenen can’t do nearly as much traveling, but the game does encompass a small part of the older version, the typical RPG forest to get lost in (and before you ask, it is not called “The Lost Forest” or some such Zelda reference, but might as well be, haha).
As one can see with this promotional logo, it is split between the forest and city scenes, giving potential players a sneak peek for what they might be in for. As previously mentioned in an earlier post, HVRE 2017 was to eventually present at Lexplay Gaming Convention ’17, but I failed to mention we also got to present at two other events (a stark difference from last year’s event hostings – which was one, haha). Both of the other events were two different art galleries, with two different themes, but apparently what we had created applied to both, and we were invited to attend and even host! I got to show off “Yenen’s Tale” at both of the art galleries, but I did not feel it was “appropriate” for Lexplay, but it was still well-received at the other venues!