Three containers of Ogre are now on the water! To celebrate, I thought it a good time to share photos of the Classic Counters that will also start shipping in October. Enjoy these pics of the counters shown with the Ogre Pocket Edition counters.
- Phil Reed
Well, we wished for it and we got it; sunshine. Sweet golden sunshine. This, along with the occasional dose of beautiful white cloud cover, allowed for a greater range for the photography. Sure, we had sprinkles now and again but by 9:15AM, we both donned our sunglasses and were off to a great start.
In addition to being drier and better lit, our Day 2 efforts were more refined thanks to Day 1’s learning curve. It’s also worth noting that we had our day made even better by meeting the nicest, loveliest people, exchanging waves of “hello” with total strangers, and sharing our story with interested folk. That only adds to the experience, for sure.
Today saw us venture from Selma to Old Cahawba, the legendary Gee’s Bend, Uniontown, Newbern, Marion, Perry Lakes, Greensboro, and Demopolis – the latter of which I’m typing this from now. There’s so many good things to photograph and we’re doing our best to document as many of them as humanly possible.
On that note, I’m off to unwind before we turn off the lights. Tomorrow brings another day of opportunity and we have many big goals in mind for the next set of adventures. In the meantime, a la yesterday, I was going to attached a photo from our day today. However, the site is being weird in the sense that the option to upload media isn't working tonight. I'll try again tomorrow, of course, but it was a shot I took of Jennifer at Perry Lakes where we were busy swatting mosquitoes between taking photos of the beautiful swamplands. I can assure you that the lakes were worth every square inch of the long, muddy drive one must travel to reach them. Until next time…
-- Cheers, Tom & Jennifer
We've been busy bees, beavering away on the final versions of the games. We're starting to get pretty close. Last week I reached the beta stage with my new version of Super Pole Riders. It's a lot more advanced than the backer version, with all the features, artwork, and sounds now in place.
There are four stages in the new Pole Riders: Princeton and Boulder in the United States, Dakhla in Morocco, and Kalgoorlie in Australia. There might also be a hidden stage squirreled away in there, if you can work out how to unlock it.
Some of you sent us feedback that you weren't happy with the way close games resolved themselves in the backer alpha, with 'golden goal' mode. So I've replaced that with two distinct 'sudden death' modes, one for two-player mode and one for four-player mode. In two-player mode, sudden death looks like this:
...and in four-player mode, it looks like this:
On top of that, I've added a lot of polish and tweaks, as we've been playtesting like crazy — eliminating the physics glitches that were there in the alpha, and perfecting the analog controls. The game gives named awards for different play styles now. You can select from eight different characters. And you can even play a four-player game with only two controllers. I even borrowed my friend's viola and recorded a new set of high-quality sounds. It's a completely different beast now, and it's transformed into something I'm extremely excited to show off.
Oh and I took some time to add in an ultra-secret flair move! It's so secret, that Ramiro, Doug and Noah don't know how to trigger it. We even obfuscated the code so they couldn't peek, but I'm sure some of our more enterprising players will figure it out before long. Actually, the whole game is filled with secrets, including some pretty big ones. We think you'll be pleasantly surprised... if you can find them, that is!
We'll be showing Super Pole Riders on PS3 hardware at Gamescom in Germany this week, at the Sony booth. If you'll be there, check it out!
More updates very soon as we head into this final stretch of development.
We have spoke Team Impression, our printers in the UK about having an opportunity to involve people in the actual print process of the book and the other printed parts. Known internationally for their exceptional print standards and use of the latest print technology, Team have produced seriously high quality items for some of the world's largest brands.
BOSS! Spend a day with us at the book printers, seeing the production of it all as it happens. Design your own custom book wrap with us on the day to make your book seriously limited edition. Chat games, design and print with us and the printing staff — then walk away with a complete Legendary Box Set and various printed items from the production, including huge uncut printed sheets that won't ever be for sale. One for lovers of games and print.
The Full Legendary Box Set, your cover wrap design on your personal edition of the Gold covered book, huge uncut sheet(s) and printed items from the print run.
Location: Leeds, United Kingdom.
Dates: We would organise a date with you for when the production is taking place (Jan - Feb 2014 at the latest).
Travel costs not included.
Bring a GameBoy or 3DS along to battle Matt (Tetris! Pokemon! Mario Kart) or grab a coffee with Emma in Animal Crossing.
So close to 50% now. Thank you for all the shares this week.
Matt & Emma
Our projected date for delivery is next Friday. In order to make sure this happens, all the SE pledge levels who received a survey, PLEASE FILL IT OUT! We need to know the name that you want customized on the lamp.
In other news, our production timeline is looking great. Flights are booked, and we're having daily Skype conversations with the team in China to address as many issues as possible before we arrive.
Can't wait get start seeing lamps in your hands!
All the best,
Adam and Bryan
I want to really apologize for not updating over the past few days. While we're at a bit of a lull in the Kickstarter, I wanted to take the time to prep and explain what our team will be focusing on for the second half of the project.
To start with, we recently had a really nice writeup of the project done by Creepygaming.net. We've had pretty much no press coverage up to this point, but that should change in the upcoming weeks, and I'll keep you all posted if anything new pops up: I know of at least two sites that have agreed to run an article for us in the future.
Secondly, in just over $400 of funding, I owe all of you a gameplay prototype - so that's pretty fun and exciting. What I plan to do is to try and get an early version done and distributed to a couple of youTube Let's Players that have generously offered to take a look at the game. If I can get that distributed quickly enough, I'll have some time to field and adjust for just a tiny bit of feedback before I unleash the game on all of the backers.
We're still at very early stages of development, so expect everything to improve dramatically both during and especially after the Kickstarter. However, I am hoping that the early prototype will give you all a bit of a feel for what we're trying to accomplish. I'm excited to share with you what we've done.
If we miss one or two days of updating, rest assured it's not because we aren't paying attention - it just means that our team is so busy working on new stuff that we don't have time to share any of the old stuff at the moment.
It's unbelievable to see the project start to gain traction and to hear feedback from people who are just as excited about the game as we are, so once again, thank you for your support,
It's been just over a week since Gorilla set sail on this Kickstarter adventure, and we hit a spot of bad weather fairly early on, when we realised we had little to no idea what we were doing. Now we find ourselves in uncharted waters, because despite the odds, we've actually been successfully funded! That's right, thanks to the overwhelming support of the general public, Gorilla will be printing an extra thousand copies of the new issue, to be distributed around London and the UK for FREE.
A huge, huge, huge, huge thank you to everyone who donated! We are flabbergasted that people are actually willing to give money to support our journey, and we can't wait to start sending you the treasures we promised. However, there's still another week of the voyage to go, and many reasons to keep donating and spreading the word!
At the moment we distribute on hand and foot and it's extremely time consuming and costly. With more funds we could pay transport expenses for volunteers to distriubte Gorilla around London.
Gorilla strives to be totally free, but there are some things we have to charge for, such as postage costs, which is a bummer for Universities who want Gorilla in bulk. With your help, we could raise enough money to send boxes of the new issue to select Universities, without having to charge for postage!
Gorilla Film Magazine is reliant on funding from outside sources. This new issue has been partly funded by Cannes in a Van, as well as by our wonderful Kickstarter donators. We take each new magazine as it comes, but if we manage to raise a decent amount more than our initial goal, we can seriously think about the future. And not just printing costs, we could even start thinking about throwing a little money at the many, many Gorilla contributors who currently work for free.
We have about a week to go before the Kickstarter comes to an end, keep spreading the word to your friends, your family and the Internet. With your help Gorilla won't just survive... we'll LIVE.
My childhood friends just reminded me that my obsession with beverages goes back a long time. Here's a picture of me selling lemonade and fresh squeezed OJ on the streets of Kutztown PA in the 1980s!
Thanks again for helping turn the dream into a reality. So grateful to everyone! xo
We’re constantly looking at ways to improve the Oculus developer experience. One area we've focused on behind-the-scenes is the sharing and publishing of Oculus-ready games and experiences.
Today we’re excited to announce the beta launch of Oculus Share, a new platform that lets you self-publish, discover, download, and play the best VR games and experiences out there.
Oculus Share (or simply, Share) is the first of many steps we’re taking to build the best virtual reality platform. With Share, you can host Oculus-ready games and experiences that you've created, browse and download content from other developers, rate experiences on quality and VR comfort level, provide feedback to devs on what you enjoyed (and what you didn't), and tip fellow developers for their work in cash, should you feel so inclined.
Oculus Share is available now at share.oculusvr.com. You can log in with the same Oculus username and password you use for the Developer Center.
Experimentation, iteration, and actual playtesting are at the heart of pushing virtual reality forward. One of the main goals in building Share was to help developers on all these fronts by creating a centralized community portal for Oculus content. And while it's simply a sharing service today, over the coming months we’ll work toward making Share an incredible marketplace for Oculus-ready games, experiences, and applications.
Initially, we’ll be vetting submissions to make sure the content isn’t offensive or malicious. If you’re planning to submit your work right away, please be patient as we improve and streamline the approval process.
We’d like to give a special thank you to the developers who helped us alpha test Share, including Cloudhead Games, Owlchemy Labs, UXGround, Justin Moravetz, Aldin Dynamics, Lumina Celare, TerraNovita Software BVBA, and Enno Gottschalk.
Share is designed to be community-driven. If you have questions, comments, or suggestions on how we can improve, let us know at email@example.com.
We hope Share helps you build the best VR games you possibly can. This is just the beginning!
VR Jam Update
VR Jam 2013 is now in the final stretch, with over 250 teams in the running for over $50,000 in prizes!
Teams will be submitting their final builds this Sunday, Aug. 25th. We'll be playing each and every one with the help of IndieCade, looking for the best of the best. Finalists will be announced on Sept. 13th and official winners will be announced Sept.19th!
Many screenshots, videos, and demos have been posted on the official VR Jam forums, but here's a quick taste of what you can expect when all is said and done:
We're especially excited to see your VR Jam games that make it into Share for the community to enjoy and learn from. We'll have a special "VR Jam" category in Share just for games submitted from the jam.
A special thank you to all the VR Jam participants: You have really blown us away with everything we've seen so far. We're looking forward to playing the games for ourselves next week!
Introducing Aaron Davies
In concert with the launch of Oculus Share and VR Jam, we’re like to introduce you to our new director of developer relations, Aaron Davies!
Aaron has spent his career developing virtual worlds and the hardware platforms they run on. His passion for VR began at industry pioneer Evans & Sutherland, where he developed flight simulators for the US Navy and NASA. He eventually moved into the video game industry, developing games and hardware platforms at Tsunami and THQ, while simultaneously teaching game development at the Art Institute and ASU. He later joined Intel, where he focused on building a world-class developer experience for Larrabee and HD Graphics. Aaron also led one of Intel’s human-computer interaction R&D groups.
Please come introduce yourself to Aaron at an upcoming event if he doesn’t track you down first!
Building a VR Platform
Oculus Share is just one small piece of our vision for the Oculus platform. As always, you can stay up to date with news and announcements by following the Oculus blog or on Twitter by following @oculus!
Over the next two weeks, the team will be at GDC Europe, Gamescom, Unite, PAX Dev, and PAX Prime. If you’re in the area, stop by and say Hello!
-- Palmer and the Oculus team