Same here, I look at thumbnail pics and say, "yah, I think I got it" lol
ProdigiaGames
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Will do! I am almost done with the core experience (I haven't been working on it with the same hectic energy since I want stability over quick release) and I'll see what I want to do next--I'm thinking taking my existing base and building from it to make a series of fast iterations on jam-style small games.
I'm glad you got your situation sorted out--there's a lot of games I didn't yet have a chance to try but I'd be sad to miss the opportunity to catch up with them!
If you want to get a chance to try the mechanics, you can hair-trigger tap the button to minimize launching and it does make an item drop out.
Interestingly, if you put your hand on the dispenser while holding an object, it will just drop more out at 1 per second (that's a long story).
That's how you can actually try the mechanics that are SUPPOSED to be in the game 😝
TL;DR That's the problem that stopped me from finishing.
Long: That was the issue that sidelined my progress long enough to keep me from finishing. I understand roughly what the problem was--I built my VR game interaction system around picking up items that exist in the world, not creating and dispensing new items into a hand.
The spawn plus grab causes...unpleasantness. I think it's because the item is kinematic until a grab is triggered, but there is no logical reason why the character Rigidbody should have upward force applied, and it was not nearly so pronounced in the editor so I am guessing it's frame rate dependent.
I'll be replacing the whole interaction system for my next iteration.
Awesome, thanks! That makes sense, I had to switch to Oculus framework for the development because my OpenXR got messed up somehow and would hang on load whenever I tried to run the scene in the editor.
However, the OpenXR framework should still work for the build so I'll try doing that for the updated version, as I think the Index should work with OpenXR.
Definitely! I am looking forward to the next one for sure.
I designed the locomotion and interaction system for 22's jam (which meant I didn't get much else done for that one) and really put it through a stress test for this year...so now I've already started taking that insight and rebuilding it from the ground up so I can hit the ground running even faster for next time.
Thanks! It was definitely a learning experience and it was much closer to what you'd consider a complete game experience than last year's entry.
I'll definitely be taking some time to finish up the game, and that will help solidify my learning. That, and provide necessary improvements to my framework so I can jump into the next one with that much more of a chance!
Well, it's official. I wasn't quite able to finish.
My scope was good, I just didn't follow the common wisdom to build in 20% margin for time overruns. If I could have taken a day off this week, it would have gotten done for sure.
But I'm not mad. Jams push you on every front and reveal to you where your weakness lies. You can be mad about this and scrap your efforts, or you can use it as a ladder to make the climb up to your next level of aptitude.
For all the others out there who couldn't quite make it: I see you. Don't worry--we'll get 'em next time.
I saw that a starter scene was included to get people started quick. That's a great inclusion, but...would it be fair to create a starter scene from one's own mechanics that has equivalent functionality?
I am just more familiar with my bespoke system that I've been using since I designed it for the last VR Jam, but mostly I just want to get the input system jankiness sorted so I don't spend the first day just getting the scene to run properly 😝
But I want it to be fair so I figured I'd check here before I did anything to prep that.
Thanks!
Ah, that makes sense. I didn't do any manual reset of the rig on launch, so it defaults to the offset from when you did the alignment of the headset (at least, that's what happened with the Rift). I occasionally had to do a manual view reset on launch to correct for similar issues. I'll look into making sure it's resolved in future projects!
Hey all! I was just wondering...we all know and love the channels run by our hosts, but which other devs here are running YT channels? I'd love to connect with other developers and see what you're working on. Maybe we could even team up for future jams or that kind of thing!
Mine is on YouTube under the same as my user name here, but I wanted to make a thread here to invite you to share yours! I look forward to the ever greater community we're building together!
Yeah, what was humorous on paper ended up being overkill in application. Repetition can be a good humorous element, but it almost ends up being a workout in this case. In retrospect, it would have been better to spread different instances out for variety, but hey--you live and learn.
Thanks for the feedback and I'm glad it wasn't enough to discourage you before reaching the end!
Thanks for the feedback! I had issues with the OpenXR integration but I wasn't sure if it was because I was developing on a Rift S and so needed the Oculus framework. The multiplatform nature of VR right now has honestly been the biggest thing holding me back from jumping in to this point. If I can figure out a fix, I'll try to update the game listing (I'd also love to get a Quest build up if possible).
Thanks! And I'm with you 100% on the gameplay. There were a few variety-adding ideas as well as cosmetic stuff I had to scrap because of not ending up having enough time to implement them, the irony of which isn't lost on me given the premise of the game 😂
Despite its flaws I'm still proud to put it out as my first game! 😁👍