Lunarium Review March 2021
Development Track
Project X
Wheels_New_39 Project File
Lunarium2 Project File
Wheels_New_39 Project File
Lunarium Gear VR Jan 20 - Mar 20
Lunarium Oculus Go Mar 20 - Jun 20
Lunarium PC Feb 20 - May 20
Lunarium Quest Jul 20
Lunarium WebGL VR1 - VR25
Lunarium 2 Project File
Lunarium_PC_06_V55_01 to Lunarium_PC_06_V55_36 April 2020
Lunarium Quest 01 to Lunarium Quest 09 July 2020
Lunarium Quest Link Rift 01 to Lunarium Quest Link Rift 02 Aug 20 - Nov 20
Additional test Scenes
Enter Scene (Room 1) Aug 20
Top Tent Cut Scenes Sep 20
Unity Tests
Machine Learning
Heart Anatomy
Teleportation
Hand Interaction
Current Development : Unity 2019.4.5f1
Having developed Lunarium for android devices where optimisation was key, I had got to the point where I had Lunarium installed on my headset at Alpha Channel on Oculus, completed all the publication documents and put together a marketing file. I knew that the app needed alot of work, particularly around interaction and navigation. It also needed alot of Set, Prop and Character design and modelling to be completed.
I knew that the publishing process was going to change in January I decided to throw caution to the wind and develop for Oculus Rift for the time being. This obviously meant I had the power of my PC to pull on.
Lunarium Quest Link Rift 01 to Lunarium Quest Link Rift 02 Aug 20
It is now March, and I am looking again at how I can upload a working game that can be shared with as many testers as possible. This will give some focus to getting the project live while helping to prioritise workload.
Current Pipeline (No Priority)
Enter Scene (Trainer/Set Up)
Fairground Scene
Top Tent Scene
Labyrinth Scene
Heaven Scene
Hell Scene
Exit Scene
In order to go through the Oculus App Dev Process (March 2021) I am going to wind back to Lunarium_Quest_09