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VR `classical` roguelike (still no name)

A topic by Teamon created Mar 03, 2020 Views: 302 Replies: 5
Viewing posts 1 to 5
(+1)

Starting late and it`s my first VR experience, so looks like I am going to finish with prototype, not full game. But doesnt matter, my plan is move `classical` roguelike to VR. So I`ll try to implement as many features as I can.

Here are my plan:

Day 1: Setup SteamVR, fullbody avatar, locomotion/teleport, turning 

Day 2: pick up items, throw, simple enemy

Day 3-4: melee weapon, bows, guns, magic wands(bot sure how many I can make)

Day 5: inventory, smarter enemy

Day 6: procedural room generation

Day 7: reserve for bugfix and important stuff that I miss prev days. Pretty sure that I`ll miss 1 or 2 days, cuz its release week on my job((


Also can anyone with headset different than WMR pm me? I am not sure that I setup SteamVR correcty and it will work on every device.

So, Day 1 progress.

Its Space Robot Kyle, and he stucked that I spend whole first day for playing with IK. So for other tasks I just use default steamvr teleport and turn. Ugh, I done about 60% of planned, not sure is it good or bad

Almost no progress for day 2. I try to setup locomotion moving, but controllers are jittering. Maybe I`ll try VRTK next day

Day 3: Manage to fix locomotion bug. Pity, that I need 3 days just to setup player controller. Also spend about a hour playing with default steamvr interactables.

So little change to my plans. Next day I`ll try to create simple fight system (take damage, die, throw, shoot)

Also I need to find out how to do in-game screenshots. For this one I use default steam and it clamp it a little

Okey, failed entry. Felling so sick from day 3, hope that it's not covid

Dude, I admire your engagement! Definitely hope it's not covid , but I think it could be  most likely the 33 FPS that makes you feeling sick! You need at least 90 FPS for a VR game :-)