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ZOSULand - 10 square miles to explore in Oculus Quest2 & PCVR

A topic by ZOSUStudios created Dec 13, 2021 Views: 143
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(3 edits)

ZOSULand - 10 square miles to explore in Oculus Quest2 & PCVR

Introduction

Hello! I am a 1 man Indie Studios called ZOSU Studios.  I just released my first major game built primarily for Oculus Quest 2.  It is a game where you can explore (fly, run, climb, grapple) large urban areas totaling over 10 sq. mi. to save animals, destroy dinosaurs and robots, and do other tasks to score points in an urban/cyberpunk environment.  There are over 250 unique buildings and over 50 animal and car variations.

I have been learning how to make a VR game in Unity as a hobby for about 11 months.  My goal was to make the largest game and playable areas I could in the Quest 2 while still containing a considerable amount of detail and 72 FPS. 


Itch Game Link-

ZOSULand VR - Urban Cyberpunk 20ZZ Oculus Quest 2 & Rift by ZOSUStudios (itch.io)


Current Game - 

*** Demo - Oculus Quest 2 and a port over to Quest2linked-Rift=-PCVR  (it also works crudely off PC using mouse and keyboard), all levels are available with a time limit

*** Full Game (currently $2) - same as the demo game but no time limit


Game Creation Experience Description

After well over 200 build iterations I finally completed a functional game last week!  It has taken me a long time to learn the querks and limitations of the Oculus Quest 2 in order to maximize the gameplay and graphics out of this platform.  You would not believe my excitement when I had finally removed one last bug that made all ~ 40 levels suddenly maintain 72 FPS in my primary testing (somewhere around build iteration #180).  It was a very big surprise to me for instance that on the Oculus Quest 2 there is an extreme limitation regarding the use of alpha channels which completely voided most of what I was initially trying to do with plants and graphics.  The Quest 2 also seems heavily capped for max texture size allowance and of course the expected polygon limitations, however, I could not use occlusion culling succesfully without causing severe pop-ups in the VR which thus heavily restricted my max triangle/polygon count per level.

As I am very excited about this game I released a demo of the Quest 2 standalone and PCVR linked versions that have all content accessible (demo forces level change after 60 seconds).


Future Itch Projects

1) Finish ZOSULand 20ZZ by adding a considerable amount of detail and complete the FPS testing on my recently released game, along with adding enhanced PCVR levels and perhaps a few more square miles of urban areas to explore - and then by finally submitting it to the Facebook app lab.  Also I need to do additional testing on smaller levels as the details can be considerably increased for the Oculus Quest 2 build.

2) Create a demo of my detailed forest PCVR hunting game (dense/lush vegetation) for animal bow hunting and interactions along with a playable simplified port to Oculus Quest 2.    Currently there is actually an early PVR build that I think is quite good with a very dense forest as a sub-level in my prototype VR Multiplayer Crossplay game.

3) Brainstorming for a new mobile html game - I have been working on making android and i-phone playable games off html on itch.  Currently I have 4 mobile html games available 

4) TBD very interested in creating another Oculus Quest 2 game with a sci-fi focus or forest focus


Additional Links

Additional itch games, including mobile html games - ZOSUStudios - itch.io

SidequestVR page - ZOSULand 20ZZ | SideQuest (sidequestvr.com)

Youtube video - Indie Quest 2 VR - 10 sq. miles to explore! Free demo with every level - YouTube


Edits - add image and video with correct format