This will be very helpful! I found even with static baking, some light options just bog down my Quest 2. I think I could have optimized my materials better as well.
Cabrown
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I have posted a full retrospective on Catzpah! Thanks everyone for playing the games, I can't wait for the next one of these! https://cabrown.itch.io/catzpah/devlog/769022/game-jam-retrospective
Thanks for playing and the feedback! I think I should probably put a clamp on the player body physics so you don't get tossed around.
Katamari is a game I haven't thought about in a long time, but that is a great comparison. Longer levels with more stuff would definitely be fun, but were out of scope for the Game Jam.
That makes sense, and I have it stubbed in, but I wasn't happy with the behavior of it. There were some lingering feedback scenarios that got really distracting.
I tried putting it on the items that caused rumble, as well as on the paws themselves and neither really worked the way I wanted. I'll keep picking away at it, and hopefully get it done by the time voting is over. Once voting is done, I'll re-release the game with a bunch of quality of life updates from all the great feedback!
The paw curling is also my favorite part!
In the version after the Game Jam I'll have more collision sounds, I just didn't make time to implement sound effect menus in the settings for this release. I'm still learning how to do haptics, I just learned today that I only have about half the xr tools addon installed. I started putting haptics in, but I still have a lot to learn for that.
Maybe it's the Swiss in me, but I love the name Knipsa! Great work on your implementation of the camera. I've been converting an old Unity VR project of mine into Godot, and have been putting off the camera because of how much of a pain it was in Unity. Are you planning on releasing the source code? For reference, here's what mine looks like (before the conversion)
I noticed a framerate drop on my Quest 2 as well. When I exported the .apks for the Game Jam, I think I had the forward_plus rendering method on.
I have switched to gl_compatibility and it seems to be running a lot smoother. I was nervous to upload a new apk though since I made a couple other quality of life updates since the submission deadline. Once the voting is over, I will update the apks so that they are better for other devices.
Thanks for the feedback! This is the first VR game I've distributed to others to play, so I'm still learning a lot!
Thanks for the video! It was really fun to see how someone other than me or my daughter played the game!
Now that I have a settings menu, I should add the collision sounds back to the game. Originally, I found them a little too much, but with a toggle, they'd be much more tolerable.
I love the idea of being able to pinch your hands together to grab objects, I have to find a way to add that into the next version of the game!
I also really need to fix the level end menu. It is never where it is supposed to be. And I don't know how to put haptics on, unfortunately. That's on my list to learn!
The Jolt physics engine is great. I also used it in my game.
I was really proud of myself for not falling into the dreaded "scope creep". I actually ended up expanding on my original idea when I found an extra day or two! It definitely didn't come without incident though. My dev log shows a pretty drastic morale swing when I was struggling with some UI elements (the HUD specifically).
I only had the knowledge and capability to test my game for the Quest. I'd love to figure out a way to at least emulate other systems so I can be more confident in their release builds. Speaking of release builds, I only uploaded debug builds because my release build process was missing signatures and keys. That seemed like a task that wasn't going to get done in time for the deadline, so I didn't even attempt to fix it.
My game does the same. Did you use the XR template ( https://github.com/GodotVR/godot-xr-template ) for a menu screen? I think there is a viewport width and height setter in their menu scene. That seems to be the root of my issue, although I never fully solved it, only tracked it down.