A trivial game? A
training tool? An open door to the Orienteering World? Virtual-O is
here and discover it will be the next challenge for each of us. Its
creator, Peter Furucz, told to the Portuguese Orienteering Blog about
a project that is both simulator and game, dream and passion.
Orienteering
Canada shared WorldofO.com's post and talks about “a new
orienteering game on the way”. Is Virtual-O just a game?
Peter Furucz (P.
F.) - Yes and no. It will be both
simulator and game. I have two different goals: I want to offer a
training tool for elite orienteers and, at the same time, I would
like to open orienteering to newcomers. So Virtual-O needs the best
from both worlds. That’s why it will have a concept of game levels
(Beginner, Normal, Elite), based on game speed, basically. The Elite
level will be that top speed from fastest map in Catching Features.
The Normal level will be for mortals like me. The Beginner level is
self-explaining and it will provide special care for people outside
of orienteering. So some good tutorial, such as some good
introduction to map, compass and few navigation concepts, will be
need. Then, I want to support map assistants or even some new ideas
[https://virtualo.org/virtual-o-map-assistants/].
How did you get
the idea?
P. F. -
I wanted to create games from the first moment I was learning
programming. I’m from an orienteering family, so when I was
thinking about some indie game project, it was natural to create
something that I know thoroughly. I knew orienteering, people from
orienteering and what I wanted from simulator. And it’s much easier
to create something that you know and you want it too… Still, I’ve
tried a similar concept on developing some plugin for training
software.
Comparing
Virtual-O with Catching Features, a well-known game within the
orienteering community, what are the main differences?
P. F. -
Better graphics, which is natural considering the age of Catching
Features. Then I’ve been trying to learn from Catching Features’
weaknesses, some design concepts of converter game, etc. I hope that
big difference is that I’m working with the community. I’ve been
communicating everything on Facebook forum. My research, mine ideas,
also my doubts. So people are able to shape Virtual-O. In the
meanwhile, new features are emerging like Kocbach’s map handling.
Other features, like running model and compass physics, will be
better to.
Still I’m trying,
at least, maintain “compatible” handling of Virtual-O with
Catching Features. So people that know Catching Features will feel at
home in Virtual-O. I hope that real life changer will be that special
care for newcomers to orienteering (map assistants, future concept of
map handling with mouse gestures and more?). And I’m pretty sure
that LIDAR based terrains are a real revolution for the orienteering
simulator.
Following your
work progressing via Facebook, on the group Virtual-O Early Access,
we could feel a lot of passion on it but also lots of fun. Would you
like to describe, since the beginning, the most important steps of
all process?
P. F. -
In fact this is my second try of creating an orienteering simulator.
At first try I was building my own graphics engine, creating an OCAD
converter, etc. I have ended it after some time, concluding that to
create your own engine wasn’t a good decision. And my second - and
last (laughs) - try was using the Unity engine (I have used some
parts from first try). I’m using C# for scripting and it’s really
cool, it’s pure joy just to work on Virtual-O. The game engines’
development has progressed so much. I don’t know how to describe
it. But it simply excites me to apply the latest technology in
programming and game development. That’s Virtual-O’s base soul.
I’m basically creating it for myself, trying to improving it with
the community. And if it could be something bigger or even have
commercial success, then it would mean that I could dedicate 100% of
my time to something that fulfills me.
How important was
the feedback you received from group members? Were there some persons
deserving a special word for their ideas and support?
P. F. -
I don’t like the idea of choosing someone in particular, as so many
people helped me to make Virtual-O better. And the community is
really incredible. People take it really seriously; they are fighting
for their feature etc. It’s really cool. But I simply must mention
Jan Kocbach. Without his support and accurate feedback, Virtual-O
would be a different project and simply worse. Also, Øystein Jaren
Samuelsen. He has, literally, saved the Greenlight campaign.
Looking now to
the final product, how proud you feel about your work?
P. F.
– Humm!... I must say that it’s not the final product, yet. A
long journey is still ahead. It will start with the Early Access (I
hope that it will be on Steam). I would like to conclude the first
phase of single player Virtual-O with some, for example, five base
maps complete. Then, if people will ask for more and there will be
enough interest from players, the work on multiplayer and public or
some “hybrid” OCAD converter will start. Now, the converter is
living inside of the game engine as it was much easier to start with
it there.
I don’t have much
time to be proud of Virtual-O, but today I’m very proud, because
the community is really fighting for Virtual-O. Virtual-O current
rank in Steam Greenlight is 43rd in competition of 2072 games. That’s
really incredible for such a specific game. And it’s still climbing
up…
You’ve
mentioned Virtual-O Steam Greenlight campaign before. Can you explain
what is it and what are your expectations from the Orienteering
community?
P. F. -
Steam is a big digital distribution platform for games and software.
It has more than 125 million active users worldwide. It’s, simply,
a system where users of Steam choose their favorite projects. And
Steam will choose games that will be greenlight / distributed, based
on users’ votes, quality of project, etc. It looks like now it’s
a time, when a relatively small count of “Yes” votes is enough to
get Greenlight (probably 1500+ votes means relative good chance). I
think it could be, practically, a life changer for Virtual-O and for
orienteering itself, too. It’s a way how to get orienteering to the
masses. The success will give us a chance to introduce orienteering
to whole world. Another important thing is that Steam is a proved
digital distribution platform. So, instantly, with Virtual-O
distributed there, we get system for downloading, automatic updating
of game, licensing system, achievements model, taxes, etc. Madly
complex things would be solved instantly. And that will give me more
time for development of Virtual-O itself and a better user experience
for you.
Last, but not
least, who are you, Peter?
P. F. -
I’m 32 years old, born and living in Bratislava, Slovakia. I have
family, wife, one son and a second son on the way. I was doing
orienteering on some competitive level when I was 15-18 years old. It
was nothing big, a few medals from Slovak Championships. Okay,
exactly three, I know it because my 2 years old son is often playing
with them (laughs). But I’ve been always better in theory of
training and map technique… Currently, I’m working as a Siebel
consultant/developer so I’m simply fulfilling my dreams and
ambitions with Virtual-O.
To know more, please visit Virtual-O's webpage at https://virtualo.org/.
And don't forget to left your “Yes” on the Virtual-O Steam
Greenlight campaign, at
http://steamcommunity.com/sharedfiles/filedetails/?id=604035651.
Joaquim Margarido
Joaquim Margarido
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