!!! Attention - NO LOLLIPOP !!!

Start Game by looking at Mages Delight Logo and pressing Touchpad.

Mages Delight is a:

● Virtual Reality Arcade Game ● Game Type: Skill-based Game ● Goal: Last Man Standing ● Input: Head Tracking, Touchpad and wireless controller

Basic Gameplay ● Balance a sphere on top of th game board ● Collect powerups for speed and HP ● Use magic to win

Winning Condition ● Survive on the gameboard and collect all 20 Levelpoints

Innovation: ● In Game GUI ● Incorporation of Touchpad and Gamepad simultaneousely ● 3D Audio

About the Gameboard ● Is constructed for top-down or brid´s eye view ● Easy to learn, hard to master

Reason to play ● Immerse yourself in the world of a mage ● Imagine you are bored, because there are no foes left to slay ● You go to a secret place in the woods where mages meet to play a game ● Mages are cool !!!

Story: You are a battle-worn mage. Half of your life has been spent on the battlefield for the good of mankind. Many foes painfully witnessed the strength of the magic you casted upon them before they died.

But! On the second day of the battle for the drarfen stronghold Iron Guard the inevitable happens. Right in the middle of a fierce fight for the western gate an arrow pierces your heart ... and you die.

....

After a long time in the void of death you open your eyes and find yourself in an old library high atop a mountain range. You stand up and walk over to a lange hole in the ground. A strange mechanism inside the hole catches your attention.

You focus and try to find a way to activate the machine. After some time you understand, that you´re here to activate the machine and fight your path back into life.

Welcome to Mage´s Delight ...

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Updates

Kay Bothfeld posted an update

The last three days before the submission date were a really hard time. The original plan was to do some fine tuning, improving the game mechanics, provide a tutorial about the goals of Mage's Delight, and instructions how to play.

But things turned out differently. Monday morning after doing the final merge of all branches, the Lollipop deplyoment bug showed up again. Since then we spent most of the time to find a workaround for this. Without the possibility to test our software on the Gear itself, it was hard to do any fine tuning. We tried so many things but did not find the simple solution to get things working.

So we ended up in a binary search try and error session to find the corrrupting assets in our main game scene. About 1350 game objects in our main game scene were to blame.

Two days after the sumission ended I successfully found 5 faulty tree assets. The most surprising thing was that they contained different materials and meshes. On the other hand, the same materials and material combinations were fine when used in conjunction with other meshes.

Thursday afternoon the user cyberreality from Team Oculus finally posted a workaround for this annoying bug: Simply set the Install Location_ to Force Internal and the previously corrupt version can be deployed without problems. Well, the signing tool does not work any longer, so no further official updates. But I am happy that at least I have a playable version to show my friends :)

What we take home:

  • Developing for 3D VR is different. It needs very short deployment iterations to always ensure that you are on the right track. Although it takes an annoying amount of time, you should always test your app on the device at the end of the day. The user experience in the Unity editor play mode definitely cannot replace the actual feeling on the device.

  • Using brand new technology and SDKs with low version numbers is always a risk which has to be considered when planning your project. We felt safe at the beginning to get this straight during the project, and underestimated the difficulties. At the end we had no buffers for the bad luck case we were running into.

  • Developing for the Gear was exciting. None of us regrets the huge time invest, because participating in the VR Jam was an amazing experience. We will definitely continue with VR projects and make use of what we have learnt in the past four weeks.

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