Presenting T H E  W E L L : Ultimum

It has been two years since the 3rd chapter in the Well Series which saw Second Life visitors get lost in a healthcare centre trying to work out what the hell was going on. Some people hated it, other loved it and i thought that was it with regards to The Well. But here we are again with a 4th and this time (i promise) final chapter.

This time the story (if there is one) takes place before all the other episodes in a dark wood full of secrets. In an empty room you find a diary, a last page written by a frightened boy who writes that something is banging on his door. From there you venture out into the woods to learn if you can what has been going on.

If you managed to visit the other chapters you might understand things more than others but it does not really matter with The Well. I’ve always aimed for The Well to be more about atmosphere than the story telling. The original inspiration was to see if i could really scare visitors in Second Life using a variety of cheap jump scares and unnerving atmosphere.

 

For best results i recommend having Advanced Lighting enabled, Windlight set to the regions default settings and turning your speakers up or wearing headphones for the sounds of foxes howling in the night. A torch is supplied as you venture into the woods and will light up your way.

The experience also occasionally uses Media on a Prim to display haunting nostalgia from the 80s and in fact the whole experience aims to give an somewhat hauntological vibe.

The experience is purposely dark making it hard to see whats out there breathing in the shadows.

The very dark woodland was created using my experiments with photogrammetry. I went out into real woods and took photo surveys of muddy pathways. These were then used to create 3D models of the woods which i then used in The Wells woodland scenes in the hope of adding realism to the spooky atmosphere.

 

A lot of work also went into the Experience Tools HUD that pops up to tell you info and parts of the story while hopefully keeping the experience easy and simple to use.

The Well game will be open for as long as there is interest from people to check it out. There is a fee to enter The Well (L$200 – $0.80 – 60p) , but once the pass is purchased you can return to the well when ever you feel the desire :). Especially since there is a whole playlet to collect this year.

 

Hope everyone who visits has an enjoyably frightening time. You can visit T H E  W E L L :Ultimum HERE

My Virtual World avatar is now 12 yrs old!

Loki is now 12 and since last year has had a massive overhaul thanks to the Second Life Project Bento.

From 2006 to 2013 my avatar which is represented by a mischievous and creative kid has steadily improved in fidelity and visual personality. One of the most flourishing aspects of the virtual world of Second Life is the ability to pretty much completely customise what represents you there.

Many eventually settle on a look and over the years fine tune it based on their personal likes, culture and influences. friends learn to recognise each others avatars based on their avatars appearance and even mannerisms.

Between 2014 and 2016 my avatar did not change much at all. I had reached a point where i thought there was nothing much more i could really do to improve my avatars fidelity and other projects got in the way of improving clothes. That was until this year when i decided to explore ‘Project Bento’.

Project Bento has allowed me to completely recreate my avatar with higher detail than before that includes complete control over the 3d Model, animated fingers and facial expressions opening the door for an avatar that expresses even more personality.

It was not easy either, with Avastars 5 month rocky release candidate road i nearly went stark raving mad and it took a lot of patience and Blender3D knowledge. But we got there in the end and while my current Bento Avatar is almost complete there is still a lot of extra stuff to explore with expressions and animations.

This year has gone blindingly fast and It’s been a year of waiting for things to be released from Sansar,  Apple, Avastar, or Animesh. I cant help but feel that some very cool stuff will be possible next year all across the world of VR and AR as well as Second Life.

Thanks to everyone who’s encouraged me through the past year 🙂

Still waiting for MacOS VR Support

It was an exciting keynote at Junes WWDC2017 not just because Apple finally introduced new upgraded mac computers, but also because they seemed to have teamed up with Valve to bring native support for the HTC Vive and finally gain support for VR on MacOS.

On the day of release for MacOS High Sierra there was much Tech Media fanfare announcing that the latest high end Macs ‘finally support VR’, they obviously had not even tried to run VR on the new OS. Even Apples website declares that High Sierra has ‘Optimised support for Valves SteamVR.

 

The reality for me has been one of frustration as while the HTC Vive connects and is recognised by valves SteamVR beta software and displays a white grid room complete with tracked controllers , i’m unable to run any MacVR titles from the store. I am also unable to run the VR Headset alongside the MacVR Preview of the Unity Application.

The interesting thing is that even though i can not preview VR experiences created in Unity on my Mac, i am able to build them. I was able to build a VR Experience in unity on MacOS that could be run in windows, just not on the mac. It’s as if SteamVR on Mac is unfinished and prevents VR Apps from being played on the headset. Yet Valve keep updating SteamVR on the mac and every time its not working. Someone isn’t telling someone something. Either SteamVR is broke and not bridging the apps to the headset, or SteamVR is working but valve has not updated the unity plugin for Unity, or High Sierra changed something and apple didn’t inform Valve. In any case its very frustrating being so close to creating VR Experiences on Mac.

While there are plenty articles online spewing out how MacOS finally has VR support, it’s very hard to find any information about actual VR usage on MacOS after the release of High Sierra. There is no push from Valve towards mac users finally having access to VR Applications, there is nothing on HTC Vive website about Mac support arriving. It’s all surprisingly dead silent with very little information at all.

I’ve posted questions on SteamVR support, and on Unity MacOS VR Preview forums and had no answer at all, only replies from other confused mac users searching for clues on where Mac VR is.

There is only one app on SteamVR i’ve found that works, Blobby tennis. I’ve messaged the developers asking what they are doing thats different to everyone else. So until the fog lifts from the whole sorry scenario i’ll just play some tennis… against a blob.