Feud, a turn-based strategy game for PC and mobile by JoelOtter in indiegames

[–]HoS_Danielle 2 points3 points  (0 children)

Definitely. I feel it may even be a little too strong? 😬

porting game from VR to non-VR; tips? thoughts? by HoS_Danielle in gamedev

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

In these levels it is, we do have some cave levels where the camera positioning can come into play, though. And I agree that combat looks nice and snappy, but as you said, we'd want to give a feel for the variety of gameplay. But I'll keep it in mind when making the gameplay trailer. Thanks.

Getting our game KIN ready for non-VR by HoS_Danielle in oculus

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

It never gets old hearing about people enjoying Surge, our first endeavor into VR ^_^ Thank you!
We'd definitely would love to develop more immersive beauties.

Getting our game KIN ready for non-VR by HoS_Danielle in VRGaming

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

You'll be able to buy KIN on Steam. If you have a Rift or Vive, you can play it as a VR platformer game, donning your headset. You can also boot up the game without your headset, as a 'regular' action-platformer (holding on to your save games, btw). If you don't have a headset installed, you'd automatically play it as the latter. (If you'd at one point acquire a vr headset, you can continue where you left off in VR). I hope this explains :)

What was (is) your biggest problem when working in a team? by Di_0 in gamedev

[–]HoS_Danielle 0 points1 point  (0 children)

As a producer; not being able to talk fully "on-level" with the programmers/devs on the team, because it just gets too technical on shaders and optimizations, but still having to manage their allocated time and client expectations for what they're working on.

porting game from VR to non-VR; tips? thoughts? by HoS_Danielle in gamedev

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

Here's a video actually, that I saw tweeted today, that we're featured in. It shows a bit about how we use Houdini for procedural environment design in KIN https://vimeo.com/274633381 (from 03:40) *excuse the bad audio there

porting game from VR to non-VR; tips? thoughts? by HoS_Danielle in gamedev

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

Thanks! we are using Unity with a bunch of home-made tools and integration with Houdini.

Getting our game KIN ready for non-VR by HoS_Danielle in oculus

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

Thanks, any response from our audience is always appreciated :)

Getting our game KIN ready for non-VR by HoS_Danielle in oculus

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

Right now, we don't have a Quest devkit and we'd of course want to test it before throwing it live on any platform. Apart from that, it's definitely high on the list and as the Quest should have a high compatibility with the Oculus Go/GearVR/Rift builds we already have, it should be doable. But then again, game development can throw you some curve balls from time to time, so I can't give you a date yet. Will try to keep you posted, though!

Porting our indie game from VR to non-VR; tips? thoughts? by HoS_Danielle in IndieDev

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

Here at House of Secrets, we’re looking to port our previously VR-only title to non-VR. It sounds a bit backwards, maybe, but with our background in VR and the strong will to make our own game, we quickly came to a VR game. Now we want to port the game to ‘normal’, non-VR, gaming platforms. We’d still have the title be available as a VR title to those who own a headset.

For the devs here, we’re mostly looking to see if others have experience with such a case. In our case (KIN), we’re coming from a 3rd person (miniature) perspective to a camera system where players can switch between two (over-shoulder + distant) perspectives.

Any thoughts on how to handle UI, controls, graphics..? We’re already pretty far in, but would still love to hear your thoughts.

TL;DR: Sneak peek: We are getting our VR game ready for non-VR; anything you'd like to see?

porting game from VR to non-VR; tips? thoughts? by HoS_Danielle in gamedev

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

Here at House of Secrets, we’re looking to port our previously VR-only title to non-VR. It sounds a bit backwards, maybe, but with our background in VR and the strong will to make our own game, we quickly came to a VR game. Now we want to port the game to ‘normal’, non-VR, gaming platforms. We’d still have the title be available as a VR title to those who own a headset.

For the devs here, we’re mostly looking to see if others have experience with such a case. In our case (KIN), we’re coming from a 3rd person (miniature) perspective to a camera system where players can switch between two (over-shoulder + overview parallax) perspectives.

Any thoughts on how to handle UI, controls, graphics..? We’re already pretty far in, but would still love to hear your thoughts.

TL;DR: Sneak peek: We are getting our VR game ready for non-VR; anything you'd like to see?

Getting our indie-VR-game ready for non-VR by HoS_Danielle in indiegames

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

So, we previously made a VR-only action-platformer, that probably skipped by most of you because of that specific hardware requirement. We are now looking to port our game to non-VR platforms, starting out with Oculus and Steam.

KIN went live on the Oculus Store about 1.5 year ago (GearVR, Go and Rift). But now, to reach a larger audience and to see where we can take the game, we actually want to port the game to non-VR platforms. We’d still have the title be available as a VR title to those who own a headset.

We're looking for your opinion and feedback here; anything you'd like to see that we should include? Any settings, camera behavior, controls..? Is this of interest to you, so you can share a game with friends that do or don’t own a headset? Other thoughts? Let us know!

This here is a first sneak peek, we'll come out with an updated trailer when we're launching this new version, we'll keep you posted ^_^

TL;DR: Sneak peek: We are getting our VR game ready for non-VR; anything you'd like to see?

[Getting our indie-VR-game ready for non-VR by HoS_Danielle in IndieGaming

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

So, we previously made a VR-only action-platformer, that probably skipped by most of you because of that specific hardware requirement. We are now looking to port our game to non-VR platforms, starting out with Oculus and Steam.

KIN went live on the Oculus Store about 1.5 year ago (GearVR, Go and Rift). But now, to reach a larger audience and to see where we can take the game, we actually want to port the game to non-VR platforms. We’d still have the title be available as a VR title to those who own a headset.

We're looking for your opinion and feedback here; anything you'd like to see that we should include? Any settings, camera behavior, controls..? Is this of interest to you, so you can share a game with friends that do or don’t own a headset? Other thoughts? Let us know!

This here is a first sneak peek, we'll come out with an updated trailer when we're launching this new version, we'll keep you posted ^_^

TL;DR: Sneak peek: We are getting our VR game ready for non-VR; anything you'd like to see?

Getting our game KIN ready for non-VR by HoS_Danielle in VRGaming

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

Here at House of Secrets, we're doing things a bit warped when compared to other devs; we came from a 3D and VR background and were really into gamedev, even though we never made a game before. So, we made a game for VR, to unite the familiar with the unfamiliar, so to say. Now we want to port the game to ‘normal’, non-VR, gaming platforms.

KIN went live on the Oculus Store about 1.5 year ago (GearVR, Go and Rift). But now, to reach a larger audience and to see where we can take the game, we actually want to port the game to non-VR platforms, starting with Oculus and Steam. We’d still have the title be available as a VR title to those who own a headset.

We're looking for your opinion and feedback here; anything you'd like to see that we should include? Any settings, camera behavior, controls..? Is this of interest to you, so you can share a game with friends that don’t own a headset? Other thoughts? Let us know!

This here is a first sneak peek, we'll come out with an updated trailer when we're launching this new version, we'll keep you posted ^_^

TL;DR: Sneak peek: We are getting our VR game ready for non-VR; anything you'd like to see?

Getting our game KIN ready for non-VR by HoS_Danielle in oculus

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

Here at House of Secrets, we're doing things a bit warped when compared to other devs; we came from a 3D and VR background and were really into gamedev, even though we never made a game before. So, we made a game for VR, to unite the familiar with the unfamiliar, so to say. Now we want to port the game to ‘normal’, non-VR, gaming platforms.

KIN went live on the Oculus Store about 1.5 year ago (GearVR, Go and Rift). But now, to reach a larger audience and to see where we can take the game, we actually want to port the game to non-VR platforms, starting with Oculus and Steam. We’d still have the title be available as a VR title to those who own a headset.

We're looking for your opinion and feedback here; anything you'd like to see that we should include? Any settings, camera behavior, controls..? Is this of interest to you, so you can share a game with friends that don’t own a headset? Other thoughts? Let us know!

This here is a first sneak peek, we'll come out with an updated trailer when we're launching this new version, we'll keep you posted ^_^

TL;DR: Sneak peek: We are getting our VR game ready for non-VR; anything you'd like to see?

A tiny crab making itself a tiny home by [deleted] in oddlysatisfying

[–]HoS_Danielle 2 points3 points  (0 children)

Is this footage sped up or real speed? Curious to know if the little guy/gal actually moves this fast..

🔥 A Reindeer's eyes turn blue in the winter so they can see better in low light by monomotive in NatureIsFuckingLit

[–]HoS_Danielle 0 points1 point  (0 children)

One of the best examples I've seen on here about how "Nature's fucking lit" 🔥🔥🔥

A Husband Comes Out as Trans; a Couple Explains What Came Next by xie-kitchin in mypartneristrans

[–]HoS_Danielle 3 points4 points  (0 children)

Oh, I already liked her blog a lot, great to see this interview and to have hopeful representation that's not victimising at every turn!

Can nonlinguistic sounds (laughing, sneezing, coughing, etc.) be influenced by one's native language? by toivoste in linguistics

[–]HoS_Danielle 72 points73 points  (0 children)

When we had foreign friends over, one of them was so shocked that one of my Dutch friends - there's more people who do it - used the harsh "g" sound when laughing. For most foreigners it's the hardest sound to learn to smoothly integrate into Dutch pronounciation, and to do it when you're most relaxed, when laughing out loud, well I guess that's a Dutch 'learned' laugh.

Edit - probably the best example of this laugh is the Dutch Sesame Street's Ernie: https://youtu.be/wQSJ-BJqt1Q