Making games for VR is hard!
Over a year ago I bought my first VR setup. I chose to go with HTC Vive because at the time the Oculus didn't have any controllers released. Right from the start, I was in love, so much so that I could have paid double the price and still been satisfied. VR is amazing.
Now... I knew right away that I wanted to make games for VR because it felt like a fun challenge and a new fun media. My first idea was a snowball war game where you throw snowballs at either an AI or other players. I had already done some development for such a game (but without VR) so I "just" had to convert it to a VR game. This was the game:
As you can see, it's not very good. After some more development and converting it into a VR game, a different developer released a more polished version of the exact same game idea on steam so I gave up on the idea and moved on.
My next game idea was a backyard simulator where I wanted to bring in all the things that you do in the backyard of your house. Initially, the things I wanted to put in was Kubb, throwing knives, bow and arrows, and giant chess. The development went great and I felt like it was a pretty fun idea. But when I started working on networking I got into some problems with the technology and also got very busy in school (and generally in life) so I had to stop working on the game. Below is an example of the throwing knife (more a sword) I was working on.
During my time developing for VR I've realized how freaking hard it is. Trying to develop for VR is so limiting and frustrating sometimes. Not being able to work on the bus or train, having to take on and off the headset, having to move around to try bugs, etc etc etc. Since the technology is so new there aren't a lot of good resources for information on how to develop and design a VR game, so I mostly had to just try it myself and see if it works. Since it's such a different experience compared to developing a normal PC game I often found myself in a weird new situation and encountered weird bugs. One of these bugs was when I was working on making a throwing function and I accidentally made it move the whole player box:
Maybe a way of locomotion for VR games?
Right now I do have time to develop, but I don't have the energy to try and make something for VR. Maybe in the future, I can continue working on my projects and finish it. Update on Whispers of the Ocean!
7 weeks in and we have gotten a lot further with the game. It is getting close to being finished pretty much. Movement is starting to feel very solid and the world is shaping into place.
Gameplay video from the game.
Hopefully, we will be finished with the game this week so we can focus on other school stuff. New game Tap o' War released!
My game Tap o' War is now fully released on Google Play. The game is a very simple game with not very many features. It has two modes, survival (play against an AI) and PvP (local fight player vs player).
I don't think I am going to work anymore on the game. I mostly just wanted to get it released so I don't have a fully developed game just waiting to be released. Tap o' War development post!
A very long time ago (like half a year) a friend approached me and had some questions about how I would go about making a game idea he had. I suggested making it in Unity and making it in screen-space, but he insisted that it would be better to make it in world-space. Since I would never have gotten the idea to making this kind of a game in world-space I was curious and made a prototype for it. This game has now evolved into a pretty fully made game (a pretty shitty mobile game) and I am right now trying to finish everything up to release it for android.
The game is called Tap o' War and the gameplay is that you tap to increase a colored part of the screen. Right now there are two game modes: PvP and Survival. In PvP you fight against a local opponent (1 half of the screen each) and in Survival the objective is to keep the line from going off screen. Bellow is a quick gameplay example of the survival mode:
Next step is to finish up all the content that is needed to release it. Game project #2 for college!
A few days ago (almost 2 weeks) we started our 2nd and last game project for the three years of college I am registered to. The school matches us programmers with students from other disciplines of game making. We are around 20 people who are over the next 10 weeks make a game together.
The game that my group is going to be making is called Whispers of the Ocean and it is supposed to be a game about the darker version of the mermaid myth/legend. It is going to be basically a swimming simulator with exploration elements and in the future, if we keep working past the 10 weeks, we plan on adding fighting and stealth to the game.
My part in the project is primarily to make the movement system, but it is very hard to get it how we want it. The biggest goal of the project is to make a movement system that feels very natural and intuitive. So far the hardest part has been to make it feel natural, but I have a feeling that making it intuitive is going to be very hard.
The most recent part I added to the game was the "dash" function (a rapid increase of speed) which didn't go as plan:
As you can see it is far too fast, but it is already fixed to its correct behavior. The next part I will be tackling is to make it fly next to objects very naturally, like in Abzu which has pretty good under water movement.
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