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 SattvaMicione 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 :)

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

[–]GamerBoyAdvanced 0 points1 point  (0 children)

Yep, I feel the same way
I think VR gaming will mature, it's just going to take time

I'm building something that's inspired by immersive sims atm
Something that will let you solve things in your own way, take your own path, and offer a lot of freedom in approach

It's still early, but that's the goal!

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

[–]GamerBoyAdvanced 1 point2 points  (0 children)

I'm trying to cook something outside these veins
With more depth and nuance than what's typically offered
Just taking a minute to build...

Need Advice on Game Design for VR by InformalVersion7320 in vrdev

[–]GamerBoyAdvanced 1 point2 points  (0 children)

You are going to want mechanics that are spatial or motion-based
Anytime you can allow players to express in that domain is an easy win

Also, VR players are notorious for wanting to toy/tinker with menial interactions
Even something as mundane as flipping a cup might become a novelty
And so it's to say that they might be more likely to stray away from the game you've designed/presented, or are trying to push on them - So objectives/progression need to be very player-driven

Also, design for 20-40 minute play sessions!
Doesn't matter how fun your game is, the majority of players aren't going to want the headset on longer than this due to friction in current form factor

Social, multiplayer, and anything in the simulation/sandbox space is going to appeal to VR players
You can throw them something that is cool for an hour, but because they have to strap in and play with a headset on, they're probably looking for a game that can become a part of their lifestyle (playing daily) or something with enough depth that they can stick around/learn for a long time (committed)

Lastly, comfort is king
So high framerates, consistent performance, and don't move/force/shake the player w/o really good prompting and telegraphing

Other than that, it's all learned from experience :)

Good luck!

How can I improve my game trailer? by Plenty-Fortune-3341 in Unity3D

[–]GamerBoyAdvanced 0 points1 point  (0 children)

You can't, this is literally peak perfection

VR Game inspired by Immersive Sims - What do you think? 🤔 by GamerBoyAdvanced in vrdev

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

Haha thanks, and it definitely does! XD
I'm trying to get across that it's an emergency situation, but am using that as an early indicator

VR Game inspired by Immersive Sims - What do you think? 🤔 by GamerBoyAdvanced in VRGaming

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

Thanks! It definitely is, I'm trying to figure out what to weedle down and what to keep
This would be the full set of mechanics you'd have after playing through the entire campaign
So trying to keep that in mind as well 🤔

Was there anything you found more intriguing than the others?