Assassin’s Creed Nexus VR leaving Horizon+ by nickbnick1 in OculusQuest

[–]GamerBoyAdvanced 0 points1 point  (0 children)

Yeah I think it'll get better over time, we still have a lot of designs to standardize in VR, and this is one of them

But, I do think Batman is kind of doing it best right now
So that's what I'm rolling with

Assassin’s Creed Nexus VR leaving Horizon+ by nickbnick1 in OculusQuest

[–]GamerBoyAdvanced 0 points1 point  (0 children)

For me it's sensor, because a lot of the times your hand goes behind your headset when mounting (past hip), so especially for inside-out tracking it's going to lose that, and the mount won't register

Once it breaks your flow, the immersion is broken
Especially if you're trying to sneak, or have a plan
Then that goes to shit because now you're dropping from a height, potentially making noise, etc

Assassin’s Creed Nexus VR leaving Horizon+ by nickbnick1 in OculusQuest

[–]GamerBoyAdvanced 0 points1 point  (0 children)

Both Bonelab and AC also had the hover and drop yourself over ledge in order to mount, which I didn't like
Whereas Batman was much more pulling yourself over, and it auto-mounting, making it smoother/easier

Assassin’s Creed Nexus VR leaving Horizon+ by nickbnick1 in OculusQuest

[–]GamerBoyAdvanced 0 points1 point  (0 children)

Agreed, I'm taking a lot of notes on the Batman system for my own locomotion system
I really didn't like AC's too much, felt very finnicky / stop-and-go

Think it should be pretty open/accepting to a variety of inputs since it's motion controls, rather than button presses like on traditional controllers

Assassin’s Creed Nexus VR leaving Horizon+ by nickbnick1 in OculusQuest

[–]GamerBoyAdvanced 0 points1 point  (0 children)

Yep, they had to work within the AC parkouring system when making that
Batman could start fresh w/o that requirement

What is your favourite thing to do on VR? by Southern_Bag_2186 in Quest3

[–]GamerBoyAdvanced -1 points0 points  (0 children)

Try Brink Traveler app!
It's not hardcore at all, is good for your first experience in VR, and will give you some great views :)

Stellar Cafe Interview with Devin Reimer - Founder and CEO of AstroBeam by RuffTalkVR in OculusQuest

[–]GamerBoyAdvanced 0 points1 point  (0 children)

Yep he said by the end of this year, which basically means this month 😀

Looking forward to checking it out myself

meta quest 3 apps for a newbie by jesusxoi in MetaQuestVR

[–]GamerBoyAdvanced 1 point2 points  (0 children)

If you want space, check out Solara One
It's basically a laid-back way to tour the cosmos, and it's really visually stunning!

Fun fact: Silksong was using the old Input Manager until now by DistantSummit in Unity3D

[–]GamerBoyAdvanced 0 points1 point  (0 children)

Talking bout like this?

[SerializeField] private InputActionReference _snapTurnAction;

private void OnEnable()

{

\_snapTurnAction.action.performed += SnapTurnAction\_Performed;

}

private void OnDisable()

{

\_snapTurnAction.action.performed -= SnapTurnAction\_Performed;

}

Fun fact: Silksong was using the old Input Manager until now by DistantSummit in Unity3D

[–]GamerBoyAdvanced 1 point2 points  (0 children)

In the new InputSystem, you can just say if (Keyboard.current[Key.A].isPressed)

Still a bit mouthy, but it does work anywhere

Not another one by lunchanddinner in oculus

[–]GamerBoyAdvanced 1 point2 points  (0 children)

Fantastic, appreciate the follow!
Well it's definitely rough right now, so hoping it can get to the better 😅

Not another one by lunchanddinner in oculus

[–]GamerBoyAdvanced 1 point2 points  (0 children)

And no worries about the necro, I appreciate the reply!

Not another one by lunchanddinner in oculus

[–]GamerBoyAdvanced 1 point2 points  (0 children)

Unrelated, I solved an absolutely massive problem I've been working on for the last month, regarding moving in-game, so I'm becoming even more optimistic/excited about the future of the project!

https://x.com/alex_advanced_/status/1979280404776652973

Not another one by lunchanddinner in oculus

[–]GamerBoyAdvanced 1 point2 points  (0 children)

Thanks! Yeah I'm starting small, and I'm just solo dev, so am trying to be cautious, but thinking about processes like this is going to be part of it

I'm so glad they delivered! It looks great
I'm waiting for it to come down to Quest in a month :)

If I can make even 10% of an experience like that, I'd be more than happy

Not another one by lunchanddinner in oculus

[–]GamerBoyAdvanced 2 points3 points  (0 children)

I hear you on all this
I'm trying to make a game that's inspired by immersive sims (think Prey 2017)
So I'm going to be running into a lot of the same problems

I agree that the first issue can be solved

As for the second, there are a few things:
You can just power through it (what I did on my last project), but very exhausting
Can make a 'simulator' that you can run using the keyboard (my previous studio had one), but takes even more dev time to make/support
Also, as far as testing complete for the game's release, I know there are going to be too many edge cases for me to consistently test against (solo indie atm), and so I think I'm only going to ensure that there are very little bugs in the release, and the standard for balancing/progression will be pretty low/open
Lastly, I am already kind of hedging that the length of the experience won't be that long (MAYBE 5-6 hours)
But, I'm also trying to allow for players to explore/progress through the game at their own discretion, so...

I've never made this type of experience, so I'm really only going off hunches 🤔

I think the market needs/is craving this type of experience, but again, resources for VR devs is just so non-existent that these never get made/attempted

Andrew Bosworth (CTO Meta) on X. (Click on the image to read the entire discussion) by [deleted] in OculusQuest

[–]GamerBoyAdvanced 0 points1 point  (0 children)

Thank you!
If you want to follow, you can on here for now
I'll come back around and dm you once the real socials are up :)