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ooh and about the 2D art style...that was such a pain to setup. i wasted so much time drawing objects in perspectives but they are not coming right because this is 6DOF so User head is not just on a swivel but also translating.

                    i chose TBS system for many design reasons but it also helped in making Players keep their head locked , even the CamCorder mechanics demanded the Players to be stable to focus on the tiles and the threats. but, i guess i will have to find better format or perspective to draw 2D.  i will build this 2D in VR as my signature style.

-and again, thanks for appreciating the artwork, that made it absolutely worth it.

(+1)

You're quite welcome! I honestly didn't even realize the difference in tracking. That does explain how it wasn't difficult to align your view up with the camera.