Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Yes, there are just two main weapons and a variation of SMGs. And actually all of them are just a one kind of gun with different parameters. Laser gun (athough technically it's not a laser).

Currently I have plans for 5 more different types. Plus synergies. But that has to wait a bit, I am now adding a reactor (plus other features related to it) and testing a new zone variation. New build should be available within days.

Then I plan to work on extension modules (on the forearms) and then on weapons.

Step by step.

(+1)

Don't you worry! If I consider that you do everything yourself and don't use Unreal or Unity, you are really super fast in expanding your project. A one-man army doesn't develop a complete game from scratch in a few weeks. A lightsaber would still be nice for later versions. I love swords in VR. And don't forget the work on the Oculus Quest version, mine should arrive Thursday. I am already quite excited.

Mine too! :) I am tempted to switch it to a developer mode and to port the game to it ;)

I haven't mentioned the light saber. I first want to try fist fight, hitting with guns and then I will consider adding a light saber (which means that probably this is going to happen). There were a few game design decisions that prevented me from adding such things but now there's a clear path for things that do damage but don't use energy or use it a bit only.

So that you don't always have to draw an additional weapon when using a light saber for distant shooting enemies, the light saber could throw back the laser/gun pellets at the same angle to the enemy. Be a Jedi for once!
My quest has arrived today! Have you already downloaded the C++ Quest SDK?  ;-D
If you're interested, a cool tech demo for the quest to use the space:

(+1)

I was thinking about that. If you swing close enough to the laser bolt, it's deflected back at the shooter. When I get the light saber in, I'll try that. 

I know that the moment I download SDK, I will be tempted to focus on porting it. I still want to finish a few things first ;)

If Oculus Quest allows to map a bigger area, I should be able to easily add a generator to handle that. Then add another player and introduce a mechanism to allow replacing parts of the world - because with impossible spaces you can't share space unless it is the same space - and this would be a local coop roguelike! And I am not doing that, because I'll never finish a single game! ;) But yeah, when I get lots of stuff working in Tea For God, it should be easier to create such things.

(+1)

Today I played "Vader Immortal - Episode I" with the Quest on my terrace with a 6mx4.5m playspace. That was quite an awesome experience. So from about half there is a scene where you have to do exactly that with the light saber. Deflect lasers and throw them back to the storm troopers. If you have a quest I can only recommend the "game" and I'm not even a big Star Wars fan, but unfortunately it's not very long.

Bought it and going to check it out later :)

I am not a big Star Wars fan, although I like it. But my daughter, she really likes Darth Vader. She's too young to try it, though.