I'm going to try to copy it with Cinemachine.
HeyBishop
Creator of
Recent community posts
It was the fact that the controller direction was based on the character's perspective, not the camera perspective. In my mind "up" should move you away/up in screen space.
The only other game I recall playing with static cameras was Resident Evil, which I haven't played in 20 years. I can't remember how they did it. Hmmm....
[time passes]
And now I'm back from reading the wikipedia about Resident Evil. You followed their method! It even has a name, "tank controls". Thinking back, I think I had the same issue way back when I first started playing. I suppose it's a thing you get used to?
Now I want to experiment even more!
I played this with my 8yr old daughter today at lunch. We had a hoot! Only found 9 Aquadillos!
Beautiful look, great level design. I'm normally not a fan of first-person games, but I really liked how smooth yours felt. I'm normally pretty sensitive to motion sickness, but it never even crossed my mind playing yours.
Oh! And the opening sequence is fantastic. Really cinematic.
Thank you for sharing these thoughts! I value both of what you've said. All this happened so fast, so I acted as quick as I could. The day the CTV journalist interviewed me was the same day I bought my domain, set up this page, and the discord! I directed most of the traffic to discord because I knew I could build community around the game there.
Moving forward, I'll likely post future dev builds here and/or on Steam. For tiny updates, like daily progress, I'll post on Discord and my Twitter/Instagram.
I'd appreciate your opinion, where do you think is the best place to do bigger dev updates? And where do you think is the best place for hosting game testing?
I love it! It's so simple, yet I can see so much potential. The atmosphere is bang on. It's amazing to me how, while rather brightly light - it feels so dark.
I laughed reading "Jump Scares have bene removed for David". In future versions, I'd love to see/experience those scares! Maybe a menu option? It would be cool if some of the wrong doors did open, and something jumpy/scary is behind it instead.
Also - this would be super awesome in VR! I'd love to walk around this place 'for real'.
I've also published it on SideQuestVR, since I know it can be easier to install that way.
https://sidequestvr.com/app/1678/wandering-moose
Funnily enough, after publishing this - my wife reminded me of another game I once started and never finished. That one wasn't VR, it's a top-down PC game. Maybe it would be better to do that one for #RevivalJam because more people will be able to play? I'd love to hear your thoughts!
I'm really excited to take part in this! I have made many games, but never finished one. Thanks to this jam that is about to change! For this jam, I want to bring life back into a game I started making the Oculus Go. I haven't touched it in over a year, so I don't really remember what more needs to be done to call it 'finished'. I have a functioning version of the game that I've just uploaded it to my page. It's the first time I've shared a game!
I know not many people will get to play it because it only works on Oculus Go, but I'm taking part anyways. Hopefully I'll get my pre-ordered Quest 2 before the jam ends, and perhaps I'll be able to add support. Maybe make a PC playable version? I dunno. I haven't decided my scope yet.
You're welcome to have a look at is in its current state. I promise not to work on it until jam begins!