MyDream is now Released, as of earlier this month. We've decided that it is time to finally release MyDream in the state where we left it, instead of taking it down from the store.
We want to thank all of our supporters and backers once more. None of this would have been possible without each and every one of you. Keep an eye out for MyDream Interactive's future products, we've got more on the way!
Playing Offline
We've been getting a lot folks asking a couple of questions recently, so we'd like to address them.
Q: Why can't I log in? / What is wrong with my account?
A: We have taken down the servers a while ago, and the login system is unable to process aby requests properly.
Q: Can I still play MyDream?
A: Yes! We've still got Offline mode enabled. Access it here:
Thanks for your support!
MyDream News
Greetings MyDream Community!
As of today, MyDream has been made free-to-play. We haven't given up on the vision of MyDream, but we no longer have multiplayer support and have pulled the online servers, as MyDream the game has been on a development hold. Throughout the year we've been building up to launch MyDream Interactive's new products, which represent the new direction for the company.
Siege Hammer has recently been releaed, and represents our bold new strides into VR game development, using what we learned from the MyDream VR Tower Defense progress made earlier this year. Everyone who purchased MyDream, or acquired a retail key for MyDream, now have access to Siege Hammer. Unused retail keys for MyDream will still grant access to Siege Hammer.
While it is designed for VR, Siege Hammer can be played as a Desktop game by using the Oculus launch option, and should perform at an acceptable level on a minimum specification system. We do not have an iOS-compatable version, and that will likely remain the case until Apple adopts VR technology.
We appreciate everyone's enthusiasm and support for MyDream, and we hope you all enjoy Siege Hammer!
MyDreamVR Tower Defense Demo - Now Available!
Our New MyDreamVR Tower Defense Mode is Now Available
Greetings MyDream Community!
We’re happy to announce that the MyDreamVR Tower Defense Demo that was on display at GDC 2016 is now available to all MyDream players! The demo starts with the player in a castle where the courtyard is being invaded by *gasp* the Rock Creatures! Using the glove tool’s weapon and assistance of defensive Dragon Turrets, the player must fend off three waves of creatures to protect their castle. The demo is currently set up to work with Oculus Rift CV1 and DK2 using the 1.3 Runtime.
The MyDreamVR Tower Defense demo is available in the Betas tab of the Properties window. To access the demo:
1) Within your Steam Library, right click on MyDream in your list of games
2) Right-click on the title “MyDream” in the library list and select Properties 3) Within the Properites pop-up, click on the BETAS tab
4) Within the drop-down list of “Select the beta you would like to opt into:” select the vr_towerdefense - beta. No access code is required.
MyDream Version 0.9.0.0 Update Notes
Greetings Dreamwalkers!
It sure has been a while since our last update, and we’re happy to finally deliver it to you all! This update has quite a laundry list of new features, and I encourage you to read the list in full to see what all we’ve put in!
Servers are back up and running, and the new build is up on Steam. Come join the fun and check out these new features in action!
-Engine-
Updated to Unity 5.2
-Inventory-
New Global inventory. Materials are now saves across worlds, deplete upon use, and are replenished by collection and crafting
Players are no longer granted 999 of all items upon each world visit. Plan ahead and be sparing with your resources, or plan to transmute some more!
-Bug Fixes-
Player avatar animation has been restored
NPCs now depart from their camps rather than being stuck inside them
Multiple functionality and performance fixes
All trees may now be removed from the world
-Controls-
Gamepad support added
New togglable Free-Aim Mode which unlocks the crosshair from the center of the screen
Flying - Doubletap jump to engage and disengage.
New Crouching functionality to fit through 1x1 tunnels or take cover from incoming attacks
Climbing changed to Jump and Crouch to ascend and descend
IK-driven climbing - hands and feet attempt to lock in on IK targets on climbable objects
New Power Jump Upward and Forward for increased mobility at the expense of energy
Slightly rebalanced controls, reduced non-sprinting jump height to 2 blocks
-Quests and Portals-
New Portal item added for additional teleport waypoints and A to B teleportation
Players desync from the server when questing, and all doors close, to guarantee that the quest is the
same consistent experience every time, and without the ability for another user to interfere
Item Stands now only distribute items during a quest, and only distribute once per quest attempt. This is used with items like keys to allow more effective replay, since chests do not auto-replenish between quests. Item stand gains are also removed when the quest is over
Keys, locked doors, quest start and end points, and item stands have been changed to be world owner only - this way visitors may not create unwelcome content if editing is enabled
Rewards have been added for completing quests
-New / Updated Menus and UI-
Updated art and gamepad support for Login, Pause Menu, Inventory, Transmutation, World Admin (check name), Settings, Keybinds, Sign and Container placement, and UI appearance
Energy has its own hotbar meter rather than being attached to the glove only
Buff/Debuff Indicators added to show what is active and how much longer it will go on
UI optimizations and fixes
A new notifications system and server announcements system
-New NPC and Functionality-
Added Petrified, Snow, and Lava rock creature variants
Added Fur, Fire, Ice, Nature and Galaxy horse variants
NPCs now randomly drop item pickups for players
NPCs no longer drop items on death
NPCs no longer linger after death - they are removed and a new NPC spawns from a camp
NPCs no longer trigger item stands or collect item pickups
All NPCs currently spawn from the same camp type
-New Art-
Replaced Crossbow with Tri-Barrel Laser
Trees Have Updated Art
Sand Shader Updated
-World Ownership and Permissions-
World Admin menu added to toggle guest editing (check name) on/off in an owned world
Worlds by default have all been turned to disallow guest editing, admin can change this setting in the
pause menu.
-New Known Bugs-
Weapon Aim Inaccuracy
Gamepad Keybinds not hooked up
Old homescreen doesn’t fully support gamepad
Player trajectory has a bit of a pop when transitioning from moving up a slope to a flat surface
NPCs don’t respond to terrain alteration in areas where they are moving
Additional Mac-specific issues
MyDream Journal - 9/12/15 Entry
Greetings MyDream Journal Readers!
We’ve made substantial progress this past week!
We made the jump to Unity 5.2, so far so good! Some of the features that came with it will be helping us out substantially, and we’re excited for the new possibilities.
We’re close to finalizing some of the new features like shields, energy use, and a few fancy tools to replace the crossbow! The shield has already been shown off during Coding Corner, and we’ll have some more fun stuff to go along with it later on!
Come back next week for more news and updates!
Broadcast Schedule:
Art Corner w/ TapCrush - Art Director Scott “TapCrush” Scherrer will be on both Tuesday and Wednesday at 2 PM PDT on http://www.twitch.tv/mydream
MyDream Community Show - Community Manager Reese “Legendary Neurotoxin” Holland returns to Community Flatlands to continue the interactive quest area this Thursday at 2 PM PDT on http://www.twitch.tv/mydream
We’ve been busy with some fun stuff this past week!
Our lonely Rock Creature now has some natural friends on the way! We have a Lava, Snowy, and Petrified Wood Creatures in the works, some of which you can see on last week’s Art Corner episodes on our Youtube channel!
We have recently been changing some of the terms and labels for different parts of gameplay. This won’t be affecting gameplay in any way, but more to reflect the nature of gameplay existing in a controllable dream state. One example of this is changing Crafting to Transmutation, since components are not being used to fabricate the end product, but instead is more of a matter of mixing components and arriving at a resulting item. Some of these changes will be coming in the next gameplay update!
Come back next week for more news and updates!
Broadcast Schedule:
Coding Corner w/ Chris Garcia - Gameplay Engineer Chris Garcia hosts our live development broadcasts every Tuesday at 2 PM PDT on http://www.twitch.tv/mydream
Art Corner w/ TapCrush - Art Director Scott “TapCrush” Scherrer hosts our art-focused show every Wednesday at 2 PM PDT on http://www.twitch.tv/mydream
MyDream Community Show - Community Manager Reese “Legendary Neurotoxin” Holland hosts our community interaction focused show every Thursday at 2 PM PDT on http://www.twitch.tv/mydream
This past week has been full of continued progress towards controls and feature designs!
We’ve been making great progress with the controls and have started working on balance and fine-tuning. Some adjustments to the current jump height, distance, and overall mechanics will be coming soon, including a new Power Jump that expends energy to provide an extra boost to jump strength!
Speaking of Energy, we’re looking at rebalancing the use of it for gameplay. Currently the energy meter is represented by the dial on the glove, which isn’t very noticeable. Energy is only linked up to digging with the mining laser, and isn’t linked up to inhibit use when expended. We’re looking into ways to change that to make energy a meaningful - but not annoying - part of gameplay and balancing of future features. This also comes with a shift from being displayed on the glove dial to the hotbar right crescent, so it will be more visible and readable at all times.
Come back next week for more news and updates!
Broadcast Schedule:
Coding Corner w/ Chris Garcia - Gameplay Engineer Chris Garcia hosts our live development broadcasts every Tuesday at 2 PM PDT on http://www.twitch.tv/mydream
Art Corner w/ TapCrush - Art Director Scott “TapCrush” Scherrer hosts our art-focused show every Wednesday at 2 PM PDT on http://www.twitch.tv/mydream
MyDream Community Show - Community Manager Reese “Legendary Neurotoxin” Holland hosts our community interaction focused show every Thursday at 2 PM PDT on http://www.twitch.tv/mydream
It’s been a couple weeks since we’ve reported in, since we’ve been pretty busy showing off MyDream the past couple weeks!
We recently showed off a demo of our upcoming features including new UI, menus, 3rd person, free-aim for building, flying, crouching, and gamepad support! This was shown at the Media Indie Exchange’s ‘The MIX’ booth at Siggraph, and at the Intel Developer Forum!
Things have been lining up with our road to launch, and we’re excited with the progress we’ve been making. While we’ve been having great success, we progressively keep pushing back the next update, which is planned to enter us into Beta from our current Alpha status. The next update will be noticeably different, and should hopefully improve performance significantly along the way!
Come back next week for more news and updates!
Broadcast Schedule:
Coding Corner w/ Chris Garcia - Gameplay Engineer Chris Garcia hosts our live development broadcasts every Tuesday at 2 PM PDT on http://www.twitch.tv/mydream
Art Corner w/ TapCrush - Art Director Scott “TapCrush” Scherrer hosts our art-focused show every Wednesday at 2 PM PDT on http://www.twitch.tv/mydream
MyDream Community Show - Community Manager Reese “Legendary Neurotoxin” Holland hosts our community interaction focused show every Thursday at 2 PM PDT on http://www.twitch.tv/mydream
Last week we took a major step towards getting the new controls we’ve been working on out of the test environment and into gameplay. We can now use third person, flight, crouch, and free placement in development servers, which gets us one step closer to full support and functionality for both gamepad and keyboard + mouse users!
MyDream will be attending Siggraph 2015 in Los Angeles with the Media Indie Exchange! Find us at the MIX booth on the show floor next week. More details will be announced soon!
Come back next week for more news and updates!
Broadcast Schedule:
Coding Corner w/ Chris Garcia - Gameplay Engineer Chris Garcia hosts our live development broadcasts every Tuesday at 2 PM PDT on http://www.twitch.tv/mydream
Art Corner w/ TapCrush - Art Director Scott “TapCrush” Scherrer hosts our art-focused show every Wednesday at 2 PM PDT on http://www.twitch.tv/mydream
MyDream Community Show - Community Manager Reese “Legendary Neurotoxin” Holland hosts our community interaction focused show every Thursday at 2 PM PDT on http://www.twitch.tv/mydream