CYCOM: Cybernet Combat on Steam here! Join Tester Community and Get Test Keys here! All Dev Blogs here!
Hey everyone, I'm a dev on CYCOM Cybernet Combat, VR game on Steam, and I'd like to see what the community thinks about the difference between tapping trigger to do something vs holding trigger to do something. We have a gun that shoots when you tap the trigger. We have other weapons like a beam sword where you have to hold trigger to activate and keep activated. The weapon deactivates when you release the trigger. What I've found in beta testing with our tester community is 99% of people do not know how to hold the trigger to use the weapon even when it's in the description and after they've learned it in the tutorial and if I'm telling them verbally next to them. They pull the trigger then immediately release, but by that time, the weapon has already deactivated on trigger release. What's your opinion and experience as players and developers on using Trigger Hold as an interaction design choice? Join our Tester Community Discord here for test keys, questions, and multiplayer matchmaking! https://discord.gg/CgFtaNb Here is an example of a new player playing and the issues they had with Hold Trigger weapons like the sword, boomerblade, big bomb, howitzer, and rook. https://www.youtube.com/watch?v=wW-LiOUgvZw
Hello, Tim here. Recipes system works well enough, now I'm pretty stuck on working with the fluids system. Not sure how to control the output or work with the physics yet. If I can get that to work, then it's a matter of having different fluid materials be detected by a collision system.
As a huge fan of retro arcade games like Frogger, Space Invaders, Breakout, etc., I'm thinking about designing an arcade-esque game in VR.
I think something similar to Puzzle Bobble would be very fun in VR. The player is in control of a cannon and there is a wall of colorful blocks you must destroy before it reaches you.
What makes it different from the original game is that the wall is in 3D space, meaning you're not just breaking the wall from the bottom up, you have to break it from front to back as well.
There is also a possibility of obtaining power-ups as well to help players progress. Power-ups are there to help you destroy blocks regardless of color. They could range from bombs that destroy multiple blocks or a color-picker item that changes all the same colored block to a specific color. These power ups are going to randomly spawn within the wall and players have to aim their cannon at it in order to get the power-up. The power-ups are either passive or active; they activate once the player obtains it or they need to be activated by having the player interact with it. For example, the player can pick up a bow and arrow type of power-up. When used, the bow and arrow can destroy a line of blocks through the wall. The player has to use his controller to in order to use this particular power-up.
Power-ups would also be very interesting if this game becomes multiplayer. In a 1v1 scenario, the players will be in adjacent rooms with their own cannon. By clearing blocks, a player can send blocks over to their opponent's side. Power-ups can be used for themselves or against the opponent. Power-ups that are to be used against the opponent actually has to be tossed into the opponent's room. For example, if Player 1 picks up a smoke bomb, he has to toss it into Player 2's room to hinder his vision.
For my first prototype, I will create a simple room with a wall of blocks on one end and a cannon on the other.
As posted on this reddit post, I've been thinking of doing a VR cutting game; you can't really get that cutting satisfaction using a mouse. I was wondering what others would be interested in cutting and how to cut?
I looked at fruit ninja and its clones, and it seemed rather mindless. I was thinking of a cutting game where precision AND accuracy matters, like you have to cut this object at specific points, or cut this other thing as many times as possible, or cut this in as many symmetrical shapes.
Hello, Tim here. For this month, I decided to work on an item interaction based game that would be interesting and a learning experience overall. I decided to focus on the recipes and social interactions. There are certain things that people who work as bartenders pick up on that some passerbys might miss out on. I'm currently working on the getting the fluid physics to work with the glasses, to recognize what has been added. The core gameplay aims to be a teaching tool for mixing drinks. As such, a recipe book with as many recipes as possible will be available for the player to experiment with. This will be the next step after getting the collision detection with fluid done.
Discussion here https://www.reddit.com/r/Vive/comments/69hbft/release_openvr_input_emulator_v10/ says keyboard mouse control will be part of the future release via FreePie Plugin.
Latest release as of 16 days ago do support keyboard to controller button forwarding but still require position control. Initial testing using the command line client shows it successfully can position a controller in VR. Next step is to interface with the emulator API to simulate positional movement and modify as necessary
Hey there! A small update this week for Crystal Reign. We've been looking over testers' feedback and are taking them into consideration. To start, we've added text for the tutorial to make things less confusing. The text will hover over gameplay-specific objects and describe what you have to do to interact with it. It's in the latest build that has gone out this weekend; here's a glimpse of how it works:
We'd like to say thanks to those who offered to test our game! I'd like to say thanks to: -Odin_77 - convoy465 - james89000 - bigtroy1114 for offering to test. I'd also like to say special thanks to TheOwly and Mullegil for their feedback; it was super valuable and helped us in the tutorial text.
Crystal Reign is a VR siege simulator with a mix of tower defence elements, turret control, and melee. We are still offering free game keys to those who will be doing YouTube reviews and Twitch streaming. If you also are deeply interested in testing for us and would like to be involved in our game's development, feel free to let me know!
Hello there, hope all has been well. We've got some things to show you in the following video. They are minor changes but I think they'll help with mobility and the ultimate state a little bit. The next step is to develop the start and pause menu, and maybe make a tutorial island. Eventually this island should be the home you can go to and function as a sort of start menu in a more interactive form, but we'll see if we get that far.
This here is the first ever official post about our game, but here are links for previous gamedev posts that were made on reddit: post #1 post #2 post #3 post #4 post #5 post #6 Today, we have a video showcasing what we've made so far. It'll also serve as a tutorial for testers of the pre-alpha build which will be available to those who've already requested to test our game. Let us know if you'd like to be in the next batch of testers for this and later builds.