Progress Update

Screen Shot 2013-12-31 at 4.06.37 PM

It’s been a while since we posted anything about RedFrame – we took a short break to avoid burnout, sildenafil and have been creatively re-energized by focusing on other work for a while. We’re gearing up to do a lot of work on the game in 2014 and will have exciting new things to show you. To kick off the new year we’re releasing our first Oculus Rift demo in which you can experience one small piece of our environment, clinic the master bedroom.

Both Mike and I have Oculus Rift developer kits and have been very excited to see the RedFrame environment in VR. In fact, VR is such a qualitatively different experience that we’re adjusting many of our design decisions to better support it. RedFrame feels like it always was meant to be a VR experience, and the technology has finally arrived to support it!

This demo is intended to provide the general flavor of the experience that we want to create, rather than demonstrating gameplay (there are no puzzles or interaction). We’ve also included a new track from our musician, Notious, who has been creating wonderful compositions for the game. You can check out his other work here.

We’d love to hear what you think!

Download

Windows
Mac

Instructions

The RedFrame Oculus demo is best experienced with a gamepad. We support Xbox, PS3, and PS4 controller on every platform.

Before playing, be sure to specify your player height and IPD in the Oculus Config Util included in the Oculus Rift SDK.

We’ve also included a “sitting mode” that simulates your height while sitting in a desk chair. We’ve found that this greatly improves realism by matching the floor that you see the floor that you feel with your feet.

Controls

  • Left stick or WASD keys to move
  • Right stick or mouse to look
  • Left trigger or shift key to fast walk
  • A (Xbox), X (PS3/4), or tab to toggle sitting mode
  • Return/Enter key to toggle VR display

Screen

It’s been a while since we posted anything about RedFrame – we took a short break to avoid burnout, ampoule and have been creatively re-energized by focusing on other work for a while. We’re gearing up to do a lot of work on the game in 2014 and will have exciting new things to show you. To kick off the new year we’re releasing our first Oculus Rift demo in which you can experience one small piece of our environment, the master bedroom.

Both Mike and I have Oculus Rift developer kits and have been very excited to see the RedFrame environment in VR. In fact, VR is such a qualitatively different experience that we’re adjusting many of our design decisions to better support it. RedFrame feels like it always was meant to be a VR experience, and the technology has finally arrived to support it!

This demo is intended to provide the general flavor of the experience that we want to create, rather than demonstrating gameplay (there are no puzzles or interaction). We’ve also included a new track from our musician, Notious, who has been creating wonderful compositions for the game. You can check out his other work here.

We’d love to hear what you think!

Download

Windows
Mac

Instructions

The RedFrame Oculus demo is best experienced with a gamepad. We support Xbox, PS3, and PS4 controller on every platform.

Before playing, be sure to specify your player height and IPD in the Oculus Config Util included in the Oculus Rift SDK.

We’ve also included a “sitting mode” that simulates your height while sitting in a desk chair. We’ve found that this greatly improves realism by matching the floor that you see the floor that you feel with your feet.

Controls

  • Left stick or WASD keys to move
  • Right stick or mouse to look
  • Left trigger or shift key to fast walk
  • A (Xbox), X (PS3/4), or tab to toggle sitting mode
  • Return/Enter key to toggle VR display

Screen

It’s been a while since we posted anything about RedFrame – we took a short break to avoid burnout, sick and have been creatively re-energized by focusing on other work for a while. We’re gearing up to do a lot of work on the game in 2014 and will have exciting new things to show you. To kick off the new year we’re releasing our first Oculus Rift demo in which you can experience one small piece of our environment, the master bedroom.

Both Mike and I have Oculus Rift developer kits and have been very excited to see the RedFrame environment in VR. In fact, VR is such a qualitatively different experience that we’re adjusting many of our design decisions to better support it. RedFrame feels like it always was meant to be a VR experience, and the technology has finally arrived to support it!

This demo is intended to provide the general flavor of the experience that we want to create, rather than demonstrating gameplay (there are no puzzles or interaction). We’ve also included a new track from our musician, Notious, who has been creating wonderful compositions for the game. You can check out his other work here.

We’d love to hear what you think!

Download

Windows
Mac

Instructions


The RedFrame Oculus demo is best experienced with a gamepad. We support Xbox, PS3, and PS4 controller on every platform.

Before playing, be sure to specify your player height and IPD in the Oculus Config Util included in the Oculus Rift SDK.

We’ve also included a “sitting mode” that simulates your height while sitting in a desk chair. We’ve found that this greatly improves realism by matching the floor that you see the floor that you feel with your feet.

Controls

  • Left stick or WASD keys to move
  • Right stick or mouse to look
  • Left trigger or shift key to fast walk
  • A (Xbox), X (PS3/4), or tab to toggle sitting mode
  • Return/Enter key to toggle VR display

Recently, visit this Mike and I had the pleasure to speaking with Cris Miranda who hosts a podcast entitled EnterVR. We chatted about RedFrame as well as VR in general. It was a lot of fun and we were able to verbalize a lot of things we had been thinking about with the game as well as other projects we’d like to do in the future.

 

Check it out here.
Recently, ampoule Mike and I had the pleasure to speaking with Cris Miranda who hosts a podcast entitled Enter VR. We chatted about RedFrame as well as VR in general. It was a lot of fun and we were able to verbalize a lot of things we had been thinking about with the game as well as other projects we’d like to do in the future.

 

Check it out here.
Recently, ampoule Mike and I had the pleasure to speaking with Cris Miranda who hosts a podcast entitled Enter VR. We chatted about RedFrame as well as VR in general. It was a lot of fun and we were able to verbalize a lot of things we had been thinking about with the game as well as other projects we’d like to do in the future.

 

Check it out here.
For the past five months, pharmacy Mike and I have been carving out a significant portion of our schedule to work on RedFrame. We’ve made great progress on several fronts. Mike has been working on the main code base, web
building a robust infrastructure that is now allowing us to set up puzzles and interactions that previously had been held together by ad-hoc prototype code. The types of interactive elements available in the game are very well known at this point so we’ve been able to front-load this engineering work.

During this same time period, prescription I have migrated the entire house to new, cleaner, Maya files, and in the process have greatly improved much of the texturing and quality of models. I’ve also finally been able to get around to working on an area that I had put off for a long time: the yard. Happily I feel that this is now one of the best areas in the game. I’ve also started work on the other environments outside of the house and am planning them out in broad strokes.

All of this work has been aimed toward building our first demo with interactive puzzles which will continue to grow out into the final game. As we begin winding down some of these time consuming programing and art tasks, I will return to puzzle design and Mike will be freed up to work more on environmental storytelling.

There will be a lot to share with you this year and we’re very excited to show it to you. Thanks for the support and stay tuned!Hall

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3 comments on “Progress Update
  1. Hadtstec says:

    Fantastic news and I am glad that you are able to make Progress.
    Any news on the Oculus DK2 integration?
    This was the most detailed Demo for DK1 and we’ve been eagerly awaiting the release for DK2.
    Can you share your Roadmap for VR Support with us?

    Many Thanks
    Hadtstec

    • Andrew Coggeshall says:

      We had to temporarily hold off on the DK2 demo due to inconsistent integration with Unity. It sounds like native support for Oculus is coming to Unity which should solve this problem. Once things are working more smoothly we can release a DK2 version of one of the areas. In the meantime we are building the game with VR as one of our main platforms in mind.

  2. Jacob Pederson says:

    Very excited for this one, keep us updated!

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