What are people saying about Bazaar?

“Top 5 Games And Apps For Samsung Gear VR” – technewstoday

“This is wonderful” – Richard Dawkins

As far as stylized games go, Bazaar is among the best looking we have played in VR. -Will Mason, UploadVR

There are gems like Temple Gates Games’ Bazaar, a simple magic carpet ride simulator that sees you coasting along a colorful world, exploring and picking up trinkets.- CNET

Top 10 Samsung Gear VR Games & Experiences – All things VR

Top 10 Best Gear VR Games – tom’s guide

Bazaar is considered a resounding success by the virtual reality (VR) enthusiast community. – VR Focus

It is one of the most well-rounded games in the store, both easy-to-pickup and fun to play for extended periods. – David Jagneaux, UploadVR

“Bazaar on the GearVR is unique in just about every way.” – VRGiant

We’re floored by the reaction and support.   Tweet us your suggestions, bugs, or requests to help us make the game even better for ya.  @Temple_Gates

Bazaar – Available Now on Gear VR!

Multi-award winning Virtual Reality adventure game available now on Gear VR Headsets, with support for the Samsung Note 4 & Galaxy S6

SAN MATEO, CA – November 17, 2015 – Temple Gates Games is proud to announce the release of Bazaar, a fully immersive VR adventure, now available in the Oculus Store. In Bazaar, players will explore a mystical world and collect exotic trinkets and curios to wield against the various hazards and traps inhabiting the land. Using gaze controls, players navigate a flying carpet through the ever-changing labyrinthine aqueducts of a forgotten city – but beware! Lurking in the waters are venomous sea cobras and hungry crocodiles, and pouncing from above are mischievous monkeys that seek to snatch up the player’s precious cargo. Guarding the city is a mighty Lamassu whose relics have been stolen, plunging the land into chaos. It’s up to you to return the Lamassu’s relics and restore peace to the city!

Bazaar was originally created for the 2015 Oculus VR Jam, and has been extensively overhauled to bring this magical universe to the masses. Though the world may look similar, the game has come a long way since its first inception. The simple matching mechanic from the Jam game has been replaced with a robust world to navigate and perilous enemies and traps to overcome. Each level brings fresh challenges as well as new items and trinkets to counteract them. Inventory management plays a large role, as the player will often have to optimize their inventory to best prepare for the dangers of each city district. Players will also be able to collect a bounty of hidden coins throughout the game, which can be used to replenish critical survival tools or unlock the all-powerful golden trinkets.

“One of my favorite ways to play is to look for the black market in each level, and purchase the golden items as soon as they become available. The coin collection game is fun in its own right, but it’s rewarding to finally spend all that hard-earned treasure!” – Patrick Benjamin, Lead 3D Artist

The labyrinths of Bazaar are procedurally generated, meaning each and every playthrough will be different from the last. Players will have to stay on the edge of their carpet to navigate each new maze and find the optimal assortment of trinkets hidden around corners and behind stained glass.

One of Bazaar’s most distinctive and alluring features is its visuals. The team opted for a blackless color palette, using a broad spectrum of saturated colors to create a rich, surreal landscape. Cool colors in the foreground blend seamlessly into warm colors in the distance, giving the player an incredible sense of presence in the world; as the player moves forward, the architecture of the city comes into focus before their eyes.

Bazaar has also been extensively designed to cater to player comfort. Turning and navigating in VR using gaze controls is effortless and intuitive. A novel speed-up mechanic allows the player to accelerate when looking directly forward, without any discomfort. The team has also reduced the reliance on constellations as an inventory management device, and while they still add beauty to the night sky, the constellations above now serve as an ever-growing almanac of the player’s discoveries.

Regular playtests are a critical fixture in Temple Gates’ development practice.  Between the steady stream of people roaming the studio in VR headsets, the giant Minecraft Trees from Craigslist, and the homemade flying carpet, Temple Gates Games stands out.  “The other tenants in our office building are a car insurance adjuster and a credit union. They always look so confused!” remarks Theresa Duringer, Creative Director.

Going forward, the team plans to bring future updates to its players with additional content and even more reasons to explore this exotic world.  “Do people even read press releases?” asks Tod, Programmer at Temple Gates Games.  “You’d think coming up with quotes would be easier.”

For more information about Bazaar and the team that created it, visit templegatesgames.com. For questions and feedback feel free to reach out to the team at info@templegatesgames.com.

About Temple Gates Games

Temple Gates Games is an independent game development studio located in San Mateo, CA. We are long-time game industry veterans with a passion for playing and making games. The team includes Theresa Duringer of Cannon Brawl, Tod Semple who made Plants vs. Zombies, Jeff Gates of Spore, Patrick Benjamin from the Sim City team, and B Rosaschi, pixel wizard.

VR Quick Tip: Reticle Positions

Our VR game, Bazaar, is releasing for the Gear VR in time for Black Friday 2015.

While developing Bazaar, we ran into issues debugging the reticle position — the eye-shaped cursor in the center of the view that shows where the player is looking. Here’s a quick tip that helped us.

Reticles in VR are tricky because they need to be positioned on their target. Unlike normal games, where the reticle can be drawn in 2D on the screen, VR games need it drawn at a 3D position. To do this, 3D reticles are normally drawn with z-reading turned off and with the reticle scaled to be a consistent size on the screen. This helps you see distance with stereo vision. This might not seem too important, but it’s immediately obvious if the game isn’t doing this. It feels like the reticle is making you cross-eyed.

reticle_stereo
With stereo vision you see the reticle on the cloud, not the statue’s face.

To speed development, we rely heavily on monitors to show what would happen with a VR headset. But with computer monitors, the reticle always draws on the same pixels in the screen. This means we can’t see the problems with the reticle position. The VR headset is required to spot reticle position issues — even then sometimes it’s hard to tell exactly where the reticle is drawing when it’s wrong. In these cases, it helps to close one eye at a time to try and figure out its location.

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In VR, will the reticle be on the cloud or statue’s nose in this monitor screenshot? You can’t tell!

For quick and easy reticle debugging, my simple trick is to draw a red cube on top of the reticle. This makes it easy to see the reticle position on a monitor and fix all the errors.

ReticleDistance2

 

So there you have it. My quick trick for fixing reticle problems on a monitor. Shameless plug – if you have a Gear VR be sure to check out Bazaar!

 

Check out this article also on Gamasutra.

Flying Carpet!

Ok, this is stupidly fun. Getting ready to show off our new flying carpet to celebrate the launch of Bazaar for Gear VR.

The other tenants in our office building are a car insurance adjuster and a credit union. They always look so confused.