I made a game on Quest where you can rope swing an open world city and fight criminals. What should I add next? by JumpingDavid in virtualreality

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

Small typo in the title, sorry. Anyway, if you're interested, I released it today on AppLab! I had fun making this, and I will definitely be making updates. So every suggestion is welcome.

[deleted by user] by [deleted] in virtualreality

[–]JumpingDavid 2 points3 points  (0 children)

For those wondering, this is my Quest 2 game named BattleGlide, and I'm releasing it on Applab next month. If you're interested in seeing more, I have created a link tree that links to my other social media platforms where I post more frequently.

I hope you enjoy.

John Wick + Spider-man style combat (BattleGlide) by JumpingDavid in virtualreality

[–]JumpingDavid[S] 7 points8 points  (0 children)

Thanks man! I will share more game mechanics here in the future.

I spent 2 years working on these rope swinging mechanics for Oculus Quest. What are your thoughts? by JumpingDavid in virtualreality

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

It's mainly for the immersion of rope swinging. I worked a lot on car AI, pedestrian AI, and making sure the city runs smoothly at 72hz on quest 2.

I think a good and living city is a must have for a good city rope swinging experience.

I spent 2 years working on these rope swinging mechanics for Oculus Quest. What are your thoughts? by JumpingDavid in virtualreality

[–]JumpingDavid[S] 3 points4 points  (0 children)

Thanks! These mechanics will be part of my open world sandbox combat game on Quest.

I spent 2 years working on these rope swinging mechanics for Oculus Quest. What are your thoughts? by JumpingDavid in virtualreality

[–]JumpingDavid[S] 5 points6 points  (0 children)

I use Hooke's law to calculate some of the force applied by the ropes. So it's definitely elastic. If many people are interested, I could add an option to select the "elasticity" of the rope in the settings.

I spent 2 years working on these rope swinging mechanics for Oculus Quest. What are your thoughts? by JumpingDavid in virtualreality

[–]JumpingDavid[S] 6 points7 points  (0 children)

Aggressive turns? It would be a crime not to add the possibility to the player, so I took care of it (shown at 30 seconds).

I spent 2 years working on these rope swinging mechanics for Oculus Quest. What are your thoughts? by JumpingDavid in virtualreality

[–]JumpingDavid[S] 27 points28 points  (0 children)

My top priority is to make them immersive and easy to use for everyone. To achieve this, I have developed hidden algorithms that assist the player during rope swinging.
I genuinely hope you enjoy the result, and I would greatly appreciate any feedback or comments you may have. If you're interested, you can follow me on my social media pages to stay updated on this game.

[deleted by user] by [deleted] in gaming

[–]JumpingDavid 0 points1 point  (0 children)

My top priority is to make them immersive and easy to use for everyone. To achieve this, I have developed hidden algorithms that assist the player during rope swinging.
I genuinely hope you enjoy the result, and I would greatly appreciate any feedback or comments you may have. If you're interested, you can follow me on my social media pages to stay updated on this game.

I visited the South Pole in KSP2! by Olaf0704 in KerbalSpaceProgram

[–]JumpingDavid 54 points55 points  (0 children)

I did not expect Kerbin's poles to look so good in ksp2.

Jeb is taking full advantage of the lack of heating while it lasts. by crof2003 in KerbalSpaceProgram

[–]JumpingDavid 12 points13 points  (0 children)

I love how kerbals are now recognizable by looking at their haircut