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(1 edit)

I think I know what you mean with the player's movement, my game kind of has that issue, if you have teleport movement on or you are holding your gun when we teleport you into or out of town they get really janky. Because it's using velocity tracking it causes the gun to wiggle and bounce around as it tries to move from the old position to the new one and I tried fixing it but I couldn't get it to work. I could imagine with a flashlight that would produce some horrible visuals. I saw a few people recommending just parenting the object to your hand or to the xr rig when you grab it and then unparenting afterward but neither actually fixed the issue with teleporting. Wish I could figure that one out.

I know what you mean about the time sink on some of these things. I spent basically the whole time working on my gun mechanics and didn't really put a lot of effort into other parts of the game.

I agree the head flashlight had a somewhat satisfying feeling, I think in part due to the audio of it, good triaging/pivoting.

I'm not actually sure I ever got out of the tutorial haha, I'll definitely try it again when there's more fixes. Good job on getting the elevator to work though. During my run in the early version I was riding the elevator and I was able to stick my head through the wall to see that I was actually going up haha.

Edit: Also I think to make some things a little nicer like using the flashlight instead of using grip for select, you could turn on the option that let's you activate while hovering and then use activate instead of select for those actions, so you pull your trigger instead on your head lamp, or pull your trigger to activate elevator buttons.

Also I want to say from a jamming perspective it might be good to try to simplify things instead of go with realistic. One example is the elevator you could have just teleported the player up or down instantly which would reduce the waiting time, not as realistic but it is kind of nicer in games to just approximate some stuff. And for jamming purposes sometimes it's better to just get a very simple slightly working version before you try to make it nicer with like a moving elevator. If it had windows that let you look down into the area or something that would maybe give a reason for not just teleporting but overall just giving some ideas on that aspect.

Yes! I 100% know what you mean. To be completely honest I wanted to do that from the start of working on the elevator because of the fact that it would have took so much stress off of me and lightened my workload a lot. But at the same time if I didn't go through the pain of looking up multiple tutorials if I didn't understand something, or having to re-write the script over and over, and also having to test it out every time I made an edit to see if I was making progress, I most likely would not have all the knowledge I ended up gathering over the period of time I was working on it. And don't get me wrong it's not 100% perfect and there is definitely some small to major issues, but at the same time I feel as though it was worth it even though it was a pain to do. Because now I have a lot more know how when it comes to something like an elevator, and with the gathered knowledge I can probably expand on what I've done with the elevator in my game so far and make it even better after the jam is done.

Heck yeah learning is what jams are all about. I personally like them because they kind of show me how much I know each time I start one. Like how much do I have to look up vs how much do I just know how to do because of previous games and jams.