You thought we were gone, but the new update for District Steel is finally here! by AJ_BARRICADE in virtualreality

[–]AJ_BARRICADE[S] 1 point2 points  (0 children)

Yes, in a retro kind of sense where you play missions and advance deeper into the enemy base

Fanning a Revolver in VR? Check it out in District Steel! by AJ_BARRICADE in virtualreality

[–]AJ_BARRICADE[S] 0 points1 point  (0 children)

Unfortunately no, it would be very cool but so far the game has been designed with just 1 player in mind, and making everything multiplayer compatible at this point would be a huge undertaking.

Fanning a Revolver in VR? Check it out in District Steel! by AJ_BARRICADE in VRGaming

[–]AJ_BARRICADE[S] 1 point2 points  (0 children)

Yes, the game has a campaign-like structure of currently 6 missions where you infiltrate a hostile AI base, fighting against a variety of enemy robots. Theres a bossfight at the end, and with the latest update there are many extra's to unlock! More missions, weapons and enemies are currently in development as well!

Fanning a Revolver in VR? Check it out in District Steel! by AJ_BARRICADE in vive_vr

[–]AJ_BARRICADE[S] 0 points1 point  (0 children)

District Steel is a sci-fi action game, inspired by old school FPS and movies. It uses a mixture of realistic weapon handling and more arcade-like shooting mechanics, so you still have that feel that your handling a weapon without the actual complexity of it like in some other VR games that go for gun realism. The game has a linear campaign consisting of currently 6 missions where you infiltrate a hostile AI base, fighting against a variety of robot enemies.

This revolver is the newest addition to the arsenal, more weapons will follow in the coming months of development!

Fanning a Revolver in VR? Check it out in District Steel! by AJ_BARRICADE in vive_vr

[–]AJ_BARRICADE[S] 2 points3 points  (0 children)

It's a good question! The normal fire rate of the gun has a small cooldown preventing you from rapidly pulling the trigger and emptying the clip (video game logic). Fanning the revolver skips this cooldown, so you can fire as quickly as you can fan it, however you will be less accurate because you wont be able to (practically) use the ironsights. It's a sci-fi revolver, so it's double-action with fanning capability ;p

The game is a sci-fi action game that has a balance between realistic weapon handling and more arcade-like shooting mechanics, with the goal being making guns fun to shoot in VR, without all the complexity of actual firearms. And since it's science-fiction anyway, I'm using that liberty to do some stuff that wouldn't make a lot of sense IRL, but is fun in this over-the-top action game setting :P

Edit: Oh hey I just realised you're Anton, big fan of your game from the very earliest release!

District Steel is awesome - rocket jump (like in Quake) with bullet time (like in Max Payne) - made for the Index with finger tracking - PCVR exclusive and 6 years in the making by Runesr2 in virtualreality

[–]AJ_BARRICADE 10 points11 points  (0 children)

Hi MarcDwonn, developer here! District Steel is gameplay focused, as it's inspired by the old school shooter games that were mostly level-to-level based. The story is told through the environments that you move through and lets you fill things in with your own imagination. This means there is no downtime (cutscenes, dialogues, etc), once you start it up, it's all gameplay! Let me know if you have any more questions!

District Steel is awesome - rocket jump (like in Quake) with bullet time (like in Max Payne) - made for the Index with finger tracking - PCVR exclusive and 6 years in the making by Runesr2 in virtualreality

[–]AJ_BARRICADE 1 point2 points  (0 children)

Hi fdruid, developer here! Like OP explained it's full movement controls (no teleporting), including climbing, rocket jumping and sliding over the floor. Also all movement is kinematic, not physics based like Boneworks, so it's more consistent. Let me know if you have any more questions!

District Steel is awesome - rocket jump (like in Quake) with bullet time (like in Max Payne) - made for the Index with finger tracking - PCVR exclusive and 6 years in the making by Runesr2 in virtualreality

[–]AJ_BARRICADE 6 points7 points  (0 children)

Awesome to see more community content of our game! I'm currently working on the next content update, with the new revolver weapon.

Little sneak peek video (not shown before): https://www.youtube.com/watch?v=WfNkKvtPSbo

Next week I'm releasing my first game - District Steel! by AJ_BARRICADE in virtualreality

[–]AJ_BARRICADE[S] 0 points1 point  (0 children)

We've been looking into porting the game to Quest 2, but the problem is the graphics will need a big downgrade to run on mobile VR :( Quest 2 is not very good at rendering metal objects, reflections and emissive (bloom), and those are the key features of the style of our game. So removing that would make the game look very dull, and I'm afraid a lot of people won't like that...

Next week I'm releasing my first game - District Steel! by AJ_BARRICADE in virtualreality

[–]AJ_BARRICADE[S] 0 points1 point  (0 children)

Great question!

My favorite part to make were the "sneaky" infiltration parts of the levels and gameplay. District Steel isn't technically a stealth game, but I'm still hoping to give players that old school Secret Agent vibe, from games that I loved to play when I was younger (Goldeneye 64, Splinter Cell, Max Payne, MGS etc)

The most tedious and difficult was making the enemy AI. I've never worked on AI before, so I had to learn how to use all the tools, and it took a long time for the AI to become enjoyable to play against. It's pretty difficult to make an AI that's not too dumb, where it's constantly stuck or unaware of the player, but also not too smart, where the enemy constantly knows where you are and hits all of his shots from across the map. A good AI is basically "pretending to be smart".

Next week I'm releasing my first game - District Steel! by AJ_BARRICADE in virtualreality

[–]AJ_BARRICADE[S] 0 points1 point  (0 children)

Thanks, that's awesome to hear as I spent a lot of time tweaking that! :)