42 is really fast, the fastest either of us got was 46.
dg
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Unfortunately my tutorials are mostly for the company where I work, or on very advanced topics (Co-Location, Room Reconstruction). Here are the Oculus Unity samples: https://github.com/oculus-samples. I recommend starting with https://github.com/oculus-samples/Unity-StarterSamples. I'm a Unity dev primarily, so I don't have much advice on the Unreal side.
My best advice is to find some mechanics in other games that you like. Here is the list of ones I recommend for the cozy-dark feel.
a fisherman's tale (short)
Moss (medium)
the last clockwinder (short)
Budget Cuts (medium)
Walkabout Mini-Golf (party)
Demeo (surprisingly long, you can only save between levels)
Virtual Virtual Reality (medium)
The things that will drive the VR design are locomotion. I was thinking of building the boids app in VR with the hands being fish like the planes in Xortex from The Lab.
The cost varies on the tools.
The audio and music are free. The music requires you request access from Google, but they grant pretty easily. I had to do a little editing on the music to make it loop properly.
You can get free image generation, but I paid for Runpod.io servers with Stable Diffusion Automatic1111, which are amazingly easy to set up. They charge about 35c per hour and a 512x512 image takes 2s to generate. I use the background remover tool, which makes it take about 12s per image, but I just let it run while I code and then come back to browse the image gallery of 20 images for the one I like. I also used a bit of ControlNet on Scuba Steph to get the poses. There was cleanup on a number of the images needed, and I did some compositing on Scuba Steph.
We have servers running that we will likely take down after the jam. We can start them back up for the final playthroughs by the judges, but would love to know when you plan to play them so we can start it back up. If you are up for playing the downloaded version of our game (hexagon tactics) then you'll get the real time generation of the character and enemies.
True enough. We are using an LLM backend and a Stable Diffusion backend that we have running during the jam rating period. We also have a set of predefined values from a run I did that will continue to work after the backends are shut down. It is a pretty new space, and it can be difficult to know how to best handle situations with servers. Some of the servers are high GPU costs and get expensive to run for a full week.
I think I've run into the problem you're build files are having before. Sharing Mac builds is difficult, and if you rename the app or zip file it will break the unpacking process for the other users. Make sure to build the app with the name you want to distribute as, and when you zip it don't rename the zip.
Ya, 48 hours is tight. We ended up getting Falcon 7B using basic descriptions to then prompt Stable diffusion.
What we did was we had the gameplay set, and specific strings used to define the enemies (e.g. "A weak long ranged enemy") then used the setup to ask the LLM for
"give me the name of an enemy that would be in a world {world description} fighting against {character description} with the description {enemy description}"
That then chained into
"give me the visual description of the character {Enemy Name} in the world {world description}"
Which chained to asking stable diffusion for an image with background removed of
"A figure in the center of frame. {Enemy Visual Description}. 4K. colorful. High Quality..."
I'd already been using this kind of chaining prompts in other projects. It does require a decent amount of prompt engineering to get them just right, as a prompt early in the chain being off makes the ones later in the chain even further off.
I'm impressed by the TTS and LLM integrations. The enemies were too large and got caught on the doorways so that I could just sit in the hall and kill them. One thing to look at for the item generation is using a stable diffusion model, that you could train with your tileset, then ask it for an item fitting a specific description. Same for enemies with background removal, although I admit animations for enemies like that would be a challenge.