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



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