Lacuna Passage - A note about Oculus Rift support

Since we decided to take the plunge into becoming Oculus Rift compatible we needed to update to the most recent version of Unity Pro (upgrading from 3.5 to 4.0). This was something we knew needed to be done, but it resulted in over 150 errors in our project that needed to be cleaned up to comply with new standards in the engine. Not only has this been a headache for the development side of things, it has also left a sizable hole in my personal finances (The upgrade cost $750 on top of the $300 Rift devkit). It will still be awhile until we get our Rift devkit, but when it comes we will be ready. There’s no telling just how much work it will be to adapt the current game to be Rift compatible, but we are hopeful that it will be well worth the effort.

Lacuna Passage - Devlog #12 - Soundtrack Preview #2

​We are very excited to share another sample of music from the Lacuna Passage soundtrack. All credit goes to our talented composer Clark Aboud.

Another sample of the music that will be featured in Lacuna Passage, an exploration and survival game set on Mars. Follow our development on our website http://www.randomseedgames.com. Music created by Clark Aboud (https://soundcloud.com/clarkaboud)

You will probably notice the new flood lights in the video. This is just one of many new assets that we are beginning to import into the game. These flood lights are interesting visual markers that can help you find your way at night.​ Some cloth physics are also on display here which we hope to use on things like flags and tarps sparingly throughout the game. We think that bit of movement makes the world feel more alive and reactive.

Lacuna Passage - Devlog #11 - In-Game Photography

Our first video devlog! This week we talk about some adjustments to the atmospheric effects to make them a little more realistic and our new photography system. www.randomseedgames.com

Our first video devlog! This week we talk about some adjustments to the atmospheric effects to make them a little more realistic and our new photography system.

Lacuna Passage - Devlog #10 - Pre-Alpha Gameplay Teaser

Demonstrating some very early gameplay for the Mars exploration and survival game, Lacuna Passage. The time of day has been sped up to show the full day cycle. Find out more about the game on our website www.randomseedgames.com.

​What’s that? In-game footage you say? Yes! We have released our first pre-alpha gameplay footage.

I had considered doing some commentary over the video to explain some of what is going on, but I didn’t want to talk over the awesome music. So instead I will try to break down some of the new stuff here.

The biggest addition to the game in the last couple weeks has been the datapad. This is one of the tools that will be an invaluable resource for you as you explore and document the planet’s surface. We are trying to keep all the HUD and UI elements as immersive as possible, so nearly all the game’s menu screens will be contained within the physical datapad.

Audio playback is one of the datapad’s many functions (some others I’m sure you can gleen from the other menu items). In this video we hear an audio log from a previous crew member who discusses a drilling site where he accidentally left behind some tools. Despite his intentions he never did return to collect them as we find out later in the video (hmm, what happened to him?). Luckily he gives us the exact coordinates of the drilling site. In the final game you will have the option to input these coordinates as a custom marker on your compass, but for the purposes of this example the compass marker is automatically displayed.

On our way to the site we come across a decent sized dust devil which makes for some cool moments with the dynamic soundtrack. Moving on, we trek across the lowest point in the valley, eventually making our way to the drilling site. The music builds as we reach our destination and indeed we find the wayward tools. At several points you will notice a blue outline around the tools. This is an optional feature to help some players find key objects and locations. It can be turned on and off at any time just as is demonstrated in the video.

Finally we look upon the setting sun. We have sped up the passing of time just to show the full range of lighting effects. In the game time will pass quickly, but not quite this quickly. One real-world second will equal about 1 in-game minute. And as you might expect, Mars can be a foreboding place in the dark of night.

Thanks for watching our first gameplay video. We would love to hear your thoughts in the comments.

Lacuna Passage - Devlog #8 - Soundtrack Preview #1

Our first preview of the music that will be featured in Lacuna Passage, an exploration and survival game set on Mars. Follow our development on our website http://www.randomseedgames.com. Music created by Clark Aboud (https://soundcloud.com/clarkaboud)

We are very excited to share a sampling of music from the Lacuna Passage soundtrack today. The video above showcases some of the main themes you will experience while exploring the landscapes of Mars.​

Music will have a very important role in the game and we hope to never loop or repeat any tracks during a single play-through. The progression of the soundtrack will respond to how you explore the environment, with new layers and movements triggered by your actions.

We are working with the very talented Clark Aboud to create these soundscapes and we plan to share more samples as we move closer to a Kickstarter. The funding from a Kickstarter would allow us to develop the full soundtrack that we think the game deserves.​ If you like what you hear make sure to share the video with others! We greatly appreciate your interest and support.

Lacuna Passage - Devlog #6 - Using highly detailed 3D components in your first-person HUD

This week’s devlog is a bit more of a tutorial where we cover our method for creating dynamic, highly detailed 3D HUD elements. The basis for our pipeline involves rendering complex high-poly models onto flat, single polygon planes with a normal map for light interactions.

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Pros of this method

  • You effectively have an unlimited polycount for your HUD. By rendering your high poly model to a flat plane you will have no noticeable polygonal curves or sharp edges (if you don’t want them, that is)
  • Extremely low poly count in relation to the quality of the illusion

Cons of this method

  • A change in HUD design requires re-rendering of all your texture bakes
  • The HUD cannot move in relation to the camera or the illusion breaks

So, let’s get started:

1. Setting up your camera angle

In order to model your HUD components you need to setup a camera in your modeling software that is exactly the same field of view as your first-person camera in your game engine. This will help you preview what your HUD will look like in game. It’s also going to be very important later when we need to render out a normal map.

2. Build your model according to the view you want in game

This part just comes down to whatever style you are looking to have with your particular game. In our case we are creating a small visible portion on the inside of a space helmet.

camera_plane.gif

​3. Create a plane to project your model onto

Once your model is finished (no need to texture it yet) you need to create a plane that completely encompasses your model from the point of view of your first-person camera.

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4. Orient the plane to your camera angle

Make sure that the plane is exactly perpendicular to the origin point of the camera. Check the image to see a visual.

5. Quickly unwrap your plane

No frills here. Just unwrap the plane however you like.

camera_plane_normals.gif

6. Render your normal map

Use Render to Texture with a projection modifier on your plane that encompasses your model to create a normal map of the original model. If you’ve never done a normal map bake from a high poly model before check out this guide.

textures_helmet.jpg

7. Create your textures

You can create your textures in Photoshop or texture your original model and do another render to texture for the diffuse instead of the normal map.

8. Create an alpha mask for the model’s texture

Since our projection shape does not perfectly match our plane we need to have an alpha channel somewhere that determines areas of transparency.

dustdevil2.gif

​9. Import your plane and your textures

Bring everything into your game engine and align the plane exactly as you had it in your camera preview in your modeling software. In our case we are using Unity so here are some tips to help you out.

Unity specific directions:

  • Have your plane parented to a HUD camera that is distinct from your scene camera
  • Have the HUD camera render last and mask only the HUD elements
  • Make sure the clear flags are set to Depth Only to preserve your depth buffer
  • Use the same HDR settings on all cameras if you are using image effects
So, there you have it. If you have any questions feel free to leave them in the comments.

Lacuna Passage - Devlog #5 - Approximating real survival challenges in a virtual world

​Before I started working on the survival mechanics in Lacuna Passage I did a lot of research about space travel and specifically the difficulties involved with a manned mission to Mars. There has been extensive research done on the topic including simulated missions here on Earth. Wikipedia’s Manned Mission to Mars article presents us with a concise list of the challenges associated with such a mission.

1. Physical effects of exposure to high-energy cosmic rays and other ionizing radiation. 

2. Physical effects of a prolonged low-gravity environment, including eyesight loss. 

3. Psychological effects of isolation from Earth.

4. Psychological effects of lack of community due to lack of real-time connections with Earth.

5. Social effects of several humans living under crowded conditions for over one Earth year.

6. Inaccessibility of terrestrial medical facilities.

7. Equipment failure of propulsion or life-support systems.

8. Basic human needs (I added this one, because I think the rest of the list just assumes it)

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Now let’s see how these survival challenges apply to our game:

1 and 2 are fairly irrelevant to Lacuna Passage since the game takes place after landing on Mars and in reality these hazards really only increase the astronaut’s chances of getting cancer during their lives by about 1-2%.

3 and 4 are very real contributors to the story and gameplay. Exhaustion and isolation have very real psychological effects in the game, including disorientation and perhaps even hallucinations.

5 is also not relevant because the story explores the concept of a solitary “shipwrecked” astronaut. There were other crew members on Mars at one time, but a huge part of the game is discovering why they lost contact with Earth and what exactly happened to them.

6 is certainly not an insignificant hurdle for space exploration but it is relatively unimportant in Lacuna Passage. You won’t be worrying about getting sick or breaking a leg as these are typically things that are the result of random chance. Being randomly afflicted with a potentially game-ending health issue is not the type of experience I am looking to create. All of the survival aspects of the game involve planning and concepts of conservation. You won’t be breaking a wagon axel here.

7 and 8 are probably the most important mechanics in the game. The amount of time you have to explore is directly related to how well you manage your technological and biological needs.

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I’ve broken down these survival systems into three primary categories:

1. Technological

Technological survival systems in the game include Oxygen and Battery. If you run out of oxygen while exploring that’s it… you die. If you run out of battery power while exploring your headlamps will no longer function and your digital maps and diagnostics will no longer be visible (perhaps you can use the sun’s position to find your way back).

2. Biological

Biological survival systems include Starvation, Dehydration, and Exhaustion. You would have to try pretty hard to die of starvation in the game (basically just sit around for 3+ weeks) but that’s not saying that it can’t be done. There may be ways to synthesize oxygen and water from the Martian environment, but food is a little harder to come by. Dehydration though is more of a daily survival concern. About three days without water and you’re done. Last but not least, exhaustion can contribute to some ill effects in our third survival category, psychological survival.

3. Psychological

Continued strenuous activity (running and jumping), on top of inadequate nutrition and lack of sleep, will drastically affect your state of mind. You may start hallucinating or become disoriented. The symptoms you exhibit might be different every time you play.

Hopefully this gives you a little better idea of the survival mechanics we are working on and how they will impact your exploration habits. At some point we will discuss how these survival mechanics are communicated to you the player through GUI indicators in your helmet and contextual and environmental clues.

Early Buzz for Lacuna Passage

We are very lucky to have had some recent interest in Lacuna Passage from a few news outlets. The first story came from Indie Game Magazine where they shared some details about the game from our devlogs.​ After that came an interview and article from Mashable.com that has been shared far and wide. We are very thankful to both outlets for their coverage and hope that this is only the start of great things to come!