I have a problem bringing things to completion.
I don’t feel like KittenVR should have a major release number, because right now, it’s just one little scene that I made in Unity. It’s only been played and tested on my computer, with my Oculus settings, and I haven’t actually let anyone else play it yet because I’m aware of just how early stage it is.
That’s why “available” is in quotation marks in this title. As of this morning, KittenVR version 0.1.6 is now available for the Oculus Rift on Windows, or in the browser as a non-VR WebGL game at KittenVR.com.
I haven’t done anything to optimize the one scene for VR to make sure the frame rate is where it should be. It doesn’t support anything other than the mouse and keyboard as an input yet (though I am working on adding in Leap Motion support currently) and it’s still a little buggy (the fall script is triggered by the anchor so staring into the ground will reset the level).
But it lives! There’s so much to be done, and it feels like this is just a drop in the bucket when looking at the whole project’s potential. I’ve had so much fun with this and I know it’s just the first step into what will become an entire career of building in virtual reality, and it’s great to finally be at a stage where I can take a step back and say “hey. Look. That thing you made – it’s playable.”
KittenVR actually started as a bubble collecting game set in a futuristic space world that forced users to overcome various fears (lava, heights, small spaces, the dark) and turned into something completely different and a lot more whimsical. Instead of popping bubbles, you use a laser pointer to help a parent cat collect 7 kittens from a (dare I say, “cute”?) cartoon environment. My goal was to be as transparent as possible with what I was doing and building because at the heart of building virtual reality applications, for me, is to help encourage other people to feel empowered to start their own projects, no matter how small or silly they may be. No one starts at their billion dollar idea, but you often don’t hear about the stepping stones on that pathway.
There is no help menu or instructions and the laser pointer is wonky. There are at least twenty things on my “To Do” list that will make this seem more like an actual game and less like a very simple class project, but I’m happy to share what I’ve been working on at a stage where it can actually be played – there’s still more to do than there is done, but it’s about time that the Kittens got out and got some fresh air.
Happy Collecting! As always, the full code is available on GitHub.