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Code on a laptop computer

2017

Phase 3: Prototyping

Our team took on many different forms of modeling, visualizing and prototyping our game. Specifics of these were the assets that we wanted to use that either made it into the final stages of the game or had to be scrapped due to complexity or time constraints. Several of these decisions were made in order to focus our time and resources to better have a playable game rather then a dud floating in space.

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Prototypes that were successfully built and will be active in the final game:

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  • Menu System in the beginning of the game

  • 3D models created in Blender such as the moon base, assets, and the rover

  • Rough ideas on Terrain and item locations in the terrain word

  • Visualization of the Ceres Terrain that was provided to us

  • Configuring and testing cross-platform Phones and Computers to maintain compatibility builds

  • Basic missions after some major ambitious cuts

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Although it may not seem like much above in terms of the overall view of the game, we had very minimal time to work with from the start with AMBITIOUS goals. These goals were chopped down to a more manageable state and even then, the kinks are present during this testing phase.

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Things that DID NOT make it into the final build for this project is other missions, mini games, easter eggs, that could have been scattered around the map. Other things include, sound control and voice overs. Although in space we know sound doesn't travel, it would be nice to have better audio queues and feedback as if you were on the ground given directions to the person who controls the rover.

 

©2018 by Ceres VR: A Leap to the Beyond

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