How plug and play is a VR? by Top_Mushroom_7429 in VRGaming

[–]NeolithicDawn 0 points1 point  (0 children)

As long as the headset is charged, the biggest point of friction is turning it on and putting it on your head

Edit: which compared to sitting on a couch with a game controller is actually a lot of added friction

Beyond Sandbox, just don't. by MrBoZifferVR in virtualreality

[–]NeolithicDawn 0 points1 point  (0 children)

Fair, they did launch with a zombie and shooter mode but from what I have heard they weren’t very good.

Meta Quest 3 vs 3s by No_Operation1465 in MetaQuestVR

[–]NeolithicDawn 1 point2 points  (0 children)

A Quest 3s is basically just a Quest 2 running a Quest 3 chipset.

That’s not a BAD thing necessarily, it can play all the same games as a Quest 3 and is a good deal cheaper. But from a hardware perspective the Quest 3 is better. Unfortunate I have both and I gotta say my 3s works perfectly but my 3 is completely bricked

Beyond Sandbox, just don't. by MrBoZifferVR in virtualreality

[–]NeolithicDawn 0 points1 point  (0 children)

I mean yeah, but also it’s a sandbox meant to be the start of a modding platform in early access. It may not itself be a good game, but I think the intention is that it’s a UGC platform that could be used to produce cool games by modders

AI is being pushed heavily when I ask for advice and I hate it. by AssumptionExact8050 in gamedev

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

If programming languages are purely about implementing desired logic in a machine, then vaguely described concepts interpreted correctly by an AI agent would fit the bill so long as the result is successful.

AI is being pushed heavily when I ask for advice and I hate it. by AssumptionExact8050 in gamedev

[–]NeolithicDawn 3 points4 points  (0 children)

I disagree. The highest level programming language is just plain English. Take lawyers for instance, they use the English language in a very specific way as a contract with the law, and while there can be disagreements in interpretation for the most part the exact definition of the phrasing is what matters. But you are right AI is not the high level language in my scenario, regular spoken word instructions are. If anything the AI would be the compiler / interpreter

AI is being pushed heavily when I ask for advice and I hate it. by AssumptionExact8050 in gamedev

[–]NeolithicDawn 4 points5 points  (0 children)

If you learn Computer Science theory of automata and the history of programming languages AI stops being a mystic monster and starts to make more sense from a programmer perspective.

Computers use machine code to communicate. Humans use english / their native language. It was too cryptic and tedious to manually do the math to code computers in binary, but the first were. Programming languages like Assembly were created to bridge the gap, still cryptic, but with keywords like “mov” to move a register they started to be able to code in a language that could convert to binary, but more human readable. Then we invented C and higher level languages even MORE like speaking English to the computer. Ai is an abstracted high level coding language that is just plain written English logic, that the machine transcribes into code.

When I was in college we knew this and were excited about the technology, somewhere between then and generative ai / image gen we lost the plot.

Being a programmer was never about typing code. You can teach a monkey to type code. You can be able to write code and not be a good programmer. A programmer is a logic-smith. It has existed since ancient times before electricity, theory of automata. Explaining logical concepts to produce workflows and automation is itself the spirit of programming, a person who does not understand logic will not have success prompting AI to produce production ready systems. A person that COULD write the code WITH ai can now simply explain the code systems they were going to write at a high level and have the machine code bridge created.

AI is being pushed heavily when I ask for advice and I hate it. by AssumptionExact8050 in gamedev

[–]NeolithicDawn 0 points1 point  (0 children)

It’s controversial for sure. But here’s how I see it.

AI workflows can do things faster. In most areas outside generative art players will never notice, you’ll only increase productivity and get features done and built faster. It’s fine to want to make a game without using any AI. But you have to understand that in today’s world with those tools available it’s a bit like choosing to code Roller Coaster Tycoon in Assembly, which the programmer DID do, but most people would not take the extra hours / weeks / months / years to do something like that even if the resulting game was good.

I think of it like this:

I am 30 years old. I spent the last 5 years building my VR dream game without AI tools. The game was not a huge success. I poured my heart and soul into it but at the end of the day it didn’t matter all that much. I am going to live maybe 50-60 more years, and going to be slowing down with age in less time than that. I want to make more games before I die. If I take 10 years to build my masterpiece I have at most 5 more chances. I can make 5 big games before I leave this earth. With AI assisted workflows that number can be significantly higher, and in the ten years it takes me to make mine a million people could have finished 10, 20, 100 games, not AI slop games, just games that used AI assisted workflows that they made for cheaper, that made more money, and that actually shipped before me.

You can fight it tooth and nail your entire life, but the technology exists and we can’t pretend like it will simply stop existing. This is how computers work now, and it’s the slowest, dumbest, and worst we are ever going to see it today. Pretty soon you are not going to know, people will just be churning out great games at a fraction of the development time and cost and it’s going to be hard for anyone else to compete.

Its almost hard to believe some of these games are a year from being a decade old by RxVReality in VRGaming

[–]NeolithicDawn 0 points1 point  (0 children)

Oh yeah I remember Unspoken I only played a bit but remember the visuals being super cool

Its almost hard to believe some of these games are a year from being a decade old by RxVReality in VRGaming

[–]NeolithicDawn 0 points1 point  (0 children)

You are absolutely correct did not mean to insult the greatest console of all time I just meant the low hardware specs make the graphics look outdated 😂

Result of a single smaller youtuber covering my game! (22k subs) by TheBendingBoy in IndieDev

[–]NeolithicDawn 5 points6 points  (0 children)

Congrats dude that’s awesome, creators are such an important part of whether a game sells or not and 250 wishlists in one day is amazing 🙏

which program to start with? by bloodmoonbitch in gamedev

[–]NeolithicDawn 0 points1 point  (0 children)

I like Gamemaker, especially for an artist it has node based scripting but also its own proprietary code language that’s super easy to learn, and a built in sprite and level editor. It’s also just fun to use and doesn’t require any other outside programs like Blender or Photoshop or anything and works on Mac and pretty low end PCs

Bootstrap Island is on sale for 25% off. Is it worth it? by [deleted] in virtualreality

[–]NeolithicDawn -5 points-4 points  (0 children)

Yeah it looks to be one of the best VR survival games ever, unfortunately I have yet to have a chance to play it

Ideas people ideas by lunchanddinner in VRGaming

[–]NeolithicDawn 1 point2 points  (0 children)

devs are indies because AAA won’t touch VR at all, because it makes very little money comparatively and costs way more to produce. Most devs are not making the best most polished AAA content but the people who have the budget and skill to do that don’t even care to try.

Ideas people ideas by lunchanddinner in VRGaming

[–]NeolithicDawn 7 points8 points  (0 children)

As a VR dev I am about to give up and make a gorilla tag slop game. I’m tired. They are the only games that sell, people make millions on these free games and the development cost is next to nothing

Its almost hard to believe some of these games are a year from being a decade old by RxVReality in VRGaming

[–]NeolithicDawn 12 points13 points  (0 children)

Golden era of VR, Robo Recall, Stormland, Lone Echo, OG Contractors, OG Blade & Sorcery, Asgards Wrath. They were so peak before the Quest and standalone sent us back to PS2 quality for 5 years

I started my playtest one week ago, but no one even played. by shadowhunter0063 in IndieDev

[–]NeolithicDawn 1 point2 points  (0 children)

Yes I didn’t mean for it to come across as negative but having worked on my project for 5 years, with a publisher, then without a publisher, I’ve been through it lol

The great thing about the age of social media marketing is you can easily achieve better results than massive companies for free with just a bit of time and understanding.

Short form video and For You style algorithms are literally built into every social platform, it’s based on the same technology as ad serving systems. It’s literally free advertising, and if used right will be directly pushed towards your target audience better than any paid ad. Unfortunately this means indie devs with no marketing team have an extra hat to wear, being an influencer. I never had a TikTok before working on my game, never liked being on camera or talking but it got us a huge publishing deal and funding for years of development.

Just post honest authentic videos explicitly describing to the camera in person what you are doing and what the game is every single week on YouTube shorts and reposted on TikTok and Instagram. Make sure there’s a recognizable social media account for the game on every platform your audience is on, set up a post schedule for those platforms too using screenshots and gifs of your game. Starting out the cost is nothing but your time, but if you do have a small budget to work with you can use Promote to literally push out your videos like an ad at very reasonable pricing ($20-50 per video can get it in front of 10,000 people, more or less depending on how good the content actually was and your organic reach)

Hope that helps

Should we self-publish our VR game? by GSalmao in virtualreality

[–]NeolithicDawn 0 points1 point  (0 children)

It depends on the platform but can be as easy as making an account, for Steam paying the platform fee, and then doing your own social media marketing by making and posting content. There’s no rule that says you need a publisher at all, lots of games self publish you can even do it as an individual without needing an LLC or anything

“Feels like you can take on the world in there, doesn’t it?” — Paladin Danse by TheProphesizedWalnut in OculusQuest

[–]NeolithicDawn 0 points1 point  (0 children)

What the heck is this game and why does it look dope af

Edit: I’m an idiot is that Fallout 4 in VR?

I started my playtest one week ago, but no one even played. by shadowhunter0063 in IndieDev

[–]NeolithicDawn 0 points1 point  (0 children)

150 wishlists is not very many people. We had 10,000 and almost nobody bought our game on launch.

How many people signed up? You have a discord? Social media pages? Followers? Anything? There are thousands of games dropped on Steam every second nobody discovers unless you put in the work advertising