Design unreal engine vr shopping app without controllers - unreal-engine4

I want to design a VR shopping app using unreal engine. In this app, you're in a virtual mall and you can choose which store you want to go to. If you find something you like and checkout then the bill will be on your credit card and the items will actually be shipped to your address just like a normal shopping app.
Can this be done? If yes, is 6 months enough time for me to learn how to do this from scratch?
Is unreal engine the best choice to create this app with?
Can I create this app without needing controllers? My Samsung Gear VR doesn’t have any controllers and it only has a click as well as forward and backward buttons.

Alright, I will make the answer clear as possible .
Can this be done? , yes it can be done and quite straight forward to anyone who have enough experience with unreal engine.
6 Months? , it depends on how dedicated are you to learn the engine, but I would say its possible if you are talking care of learning unreal engine as its your full time job , bec I've build my main building for my university within only 8 days .
Here is the link you can start Unreal engine Acadamey, look for beginner courses before started something higher.
Is unreal engine the best choice to create this app with?, unreal engine and unity both are awesome to deliver such product, but learning unity without programming skills could be quite annoying for beginner like you .
Can I create this app without needing controllers? , You can develop the idea without controller, but since its VR based, you should develop it while using the full set bec VR is quite expensive and you need to optimize everything to run smoothly, so developing it without VR kit you will have much troubles when you convert your final product to VR support if your game is not optimized from beginning for VR.
Hope that clear some points for you, keep in mind there is no highway to learn something, if you love what you doing you will spend all your time enjoying learning it.
Best of luck

Related

Hololens Methods of Input and Output

I have planned to start building an application for the Hololens in a month from now. So right now, I am just in the preliminary design and feasibility check. (For the record I have built simple applications for the Hololens using Unity and also have used the camera for some image recognition)
My main concern is methods of inputing data to my application. In a normal application you have GUI widgets such as spinners or sliders, if you want to enter a numberic number.
How can I input numeric values to a Hololens application?
Since you've made a few applications for HoloLens before I'm guessing you know about the MixedRealityToolkit That Microsoft offers. If you don't know about it yet, and want to use it, here is a quick guide for how to set it up (which can also be found on the MixedRealityToolkit Github). In this toolkit there are a lot of tools that can help you with building the interactions for the HoloLens.
In this toolkit there are also a few examples on how to go about making sliders and other sorts of input.
If you look under Examples/UX you'll see a few scenes/prefabs/scripts that give an example on how you could go about making such GUI widgets for hololens

free unity3d-like game engine with graphical viewing tool

I am currently developing games for my company in Unity3d for iOS. I would like to start making games for myself but the initial investment for unity3d or unreal engine is way to high for me(for unity i would have to pay 1500$ for the engine itself and another 1500$ just for the iOS porting system). I like unity3d very much because it is way easier to organize your world, from lights and environment placement to physics, shaders, and mapping.
Is there a game engine with an editing graphical tool out there that requires no taxes for publishing your games? The game engine would also have to be able to port to iOS and/or W8; also i am interested in game engines that have substatial support both from the community and from the development team.
i got my eyes set on Irrlicht Engine but i don't think it has a graphical environment tool.
I haven't worked with Torque but in your case it might be worth to look at: Torque 3D
Another one is Bork3D but a look at their web site makes me thinking that they stop their business.
In general I would recommend to first think about your business plans, then make a pros/cons listing and finally decide what to use. What I mean is: If you think you have some good ideas and talking to other people reveals that they agree with you, you should seriously take into consideration, whether it is worth to invest some money your tools. If you dream of being an independent developer and earn enough money to live comfortably, this should be your goal to reach. And if on the other hand you're experienced Unity dev, so it might save you 100s of hours and lessen the project risks when you are taking what is proved.

Any other game SDK besides CORONA for the iphone/ipad

Does anyone know of another good game SDK/Engine for the ipad or iphone other than CORONA?
Have a look at Cocos2d
Well since you didn't mention you need it to be free, I'd cast unity into consideration.
It's as powerful as it is expensive ;)
The above answers are great possibilities. I highly recommend unity as it just came out with its newest release that offers a gajillion wonderful features like batch rendering, beast lighting, etc. Its also ridiculously easy to program (im surprised there isn't a 'make this game for me' button in it). The price is worth it. By clicking a button, you can publish your game to pc, Mac, web, iPhone, iPad, xbox, wii, ps3, or android, depending on whether you purchased the license for each. It' bloody magic. Keep in mind that you need to buy the unity pro license before you buy the iOS license. One does not work without the other. It'll be a total of around 3 grand USD, but again totally worth it. Community is rad and helpful too.
If you're going the free route and have some coding chops, I'd run with openFrameworks. It's a c++ wrapper of the iphone sdk and has a very low learning curve. OpenFrameworks was created for artists who wanted to make interactive installations and art games but couldn't get really deep into objective c. Check out zach gage's work (stfj). He made bit pilot, unify, synthpond, and sonic wire sculptor all in open frameworks. He's also releasing his best yet very soon for the iPad. My own company is using oF (openFrameworks) for it's new game releasing this coming Saturday. Try it out. I guarantee you'll find something you love about it.
Good question. For very specific gaming needs, PhoneGap is worth a look. But considering it's JavaScript/ HTML/ CSS, it will not be as fast as the (IMO terrific) Corona. But if your game is in any way more page-related than sprite-animation related, give it a look. I created most of the games at VersusPad.com using PhoneGap, but now switched to Corona.

How the game will search for other online users and will display the list of all users?

I am asking this question as a small part of my question series regarding game programming .
Refer this question as the main one .
Now suppose I want to develop one small board game on iphone that is multiplayer . so how it will handle how many users are online and displaying them .
Suppose it is an online multiplayer casino game .
Then suppose it have to show currently playing tables and users on them .
So what can we do in iphone to do this sort of thing .
Thanks .
You're essentially asking what is referred to as 'matchmaking' in PC and console games.
The notion of displaying all currently online players or active matches is an early one in online multiplayer gaming, and I think it's seen its time. Instead, try and offer your players two options: Play with your friends or play against people of your skill level.
Showing someone a complete list of tens/hundreds or even thousands of games/players is just going to overwhelm them. People are much more comfortable knowing they're playing against people they know (and trust not to be unsportsmanlike) or at least that they're playing against someone of comparable skill level. These 2 concepts are often called 'buddy based matchmaking' (or friend lists) and 'automatch' or skill based matchmaking.
Unfortunately, from what I've seen in the GameKit framework, neither are fully supported, at least as far as playing on non LAN connections. You're going to have to either develop that yourself (and very few iPhone developers are going to have the resources to create and host it), or see if someone like OpenFeint, ngmoco (plusplus), Chillingo (Crystal) etc match your needs. OpenFeint seem to be talking about matchmaking on their site and plusplus offer buddy based challenges. The OpenFeint signup process is the easiest and you get access to their SDK right away for development without prior approval.
Now here's one final thing to consider: smaller games aren't going to have the player base to have enough concurrent players around so that everyone will always find a suitable match at any time of the day/week. Unless you have promotion and publisher backing, or a breakaway hit, picking an automatch based solution is not your best bet and shouldn't be your only mode of matchmaking. Ideally your game should allow for some turn based form of game play, so you can play asynchronously. That model has worked great for games like Words With Friends.
You need a server, you gameclient will contact it to get assigned to a partner. This is call matchmaking (google it to learn more).
I think there are OpenSource solutions (or at least frameworks) for this. But I don't know them. I know however Exit Games Neutron and Photon and I think there are free licenses for private / educational use.

Porting a flash game to the iPhone

I have a Flash game that I'd like to port over to the iPhone but I don't have the time nor the patience to do it myself, I also have a limited budget.
Can anyone recommend a place to put out a tender for an iPhone developer to port my game?
You could wait for the beta of Flash CS 5, and use that to compile your Flash straight to iPhone....
If your game has an existing community and content around it, try to partner with an experienced iPhone developer. They would port the game, you would provide the content and the community, and the revenue gets split. I am in the middle of this process with my online game (http://robozzle.com).
Alternatively, you could try to contract the job to a developer you found on a site like http://elance.com/ or http://rentacoder.com/. But, iPhone games aren't quick to develop, so you'll be looking to spend a considerable amount of money that way.
I would recommend trying one of the many freelancer sites out there such as http://www.ifreelance.com/
They tend to be able to hook you up with relatively low cost developers. A google search for 'freelance software' will give you numerous good results.
You can post job offers right here on SO: http://jobs.stackoverflow.com/
Furthermore, you could take a look at http://www.mobileorchard.com (free)
You might want to try Game Salad, a game construction kit. It looks similar to Flash game creation.