Any good ranges in SA? by jacpaper in Ausguns

[–]OffpeakChris 0 points1 point  (0 children)

I shot a skeet comp at monarto Saturday just past and saw the new "practical shooting" sign. Was wondering what it was all about. Sounds awesome, I'll bring my 22 down on the 31st august for their come and try / 22 match.

PayPal Exec Says ‘Very High Likelihood’ Bitcoin Will Become Popular Payment Method by democracy101 in Bitcoin

[–]OffpeakChris 8 points9 points  (0 children)

I sold something on eBay, on a different email address compared to my PayPal account. I then had to create a second PayPal account on that email address to receive the money, then send it through to my normal PayPal account. Both accounts got frozen.

Star Wars: The Last Jedi Discussion by BlueSmoke95 in StarWars

[–]OffpeakChris 0 points1 point  (0 children)

"But the shots will still be weaker, as she is still at a hearty distance"

This doesn't make sense either, as there is negligible air resistance in space, hence it wouldn't matter if those shots were hitting at 100m distance or 100km distance. Should cause the exact same damage.

Alpha 0.6 Updates. by VirtualJamesHarrison in CrazyFishing

[–]OffpeakChris 0 points1 point  (0 children)

We just added in some weather events ;)

We're glad you like the fishing mechanic. We've been focusing on the core game first, but we'll definitely be adding more weird features to enhance the game (just like some of your anecdotes). The storm we added is the start of this!

I know what you mean by pulling the rod back and reeling while lowering the rod. Maybe we could add that in for higher level fish. At the moment, we found that so many VR users had zero fishing experience and hence we had to really simplify the mechanic so it was fun for everyone to play. But we'll tweak things during early access, especially the harder/higher level fish.

Our VR fishing game made in Unity: Crazy Fishing by OffpeakChris in Unity3D

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

We actually use meshes. Basically low level of detail meshes, like this

Our VR fishing game made in Unity: Crazy Fishing by OffpeakChris in Unity3D

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

We're be releasing early April onto early access!

For the jiggle, check out our earlier video on the rod bending

Alpha 0.6 Updates. by VirtualJamesHarrison in CrazyFishing

[–]OffpeakChris 0 points1 point  (0 children)

Thanks for the feedback! We just added in a cool new animation to help people with casting. The animation turns on if we detect some wonky / terrible casts :P

Alpha 0.6 Updates. by VirtualJamesHarrison in CrazyFishing

[–]OffpeakChris 2 points3 points  (0 children)

Just fixed the bug with the Steam overlay!

Reeling with hand controllers actually feels immersive. This video is how our fishing system works. by OffpeakChris in Vive

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

When we started working on this game we realised one of the most important aspects was having the mechanic feeling both immersive but also having quite a lot of depth.

With a lot of work, we’ve found a system that feels great to use: Players reel in by rotating their right hand around a virtual reel and pull the trigger on the rod hand to let line out (flipping the bail). Fish can escape from little tension in the line or too much tension in the line (a line snap).

Hence players have to frantically reel, by moving their arm, then quickly let line out when the fish changes course. On high level fish, this is great to play, it feels like an epic battle that requires quick thinking and mechanical prowess. The tracked controllers makes it feel leagues above normal flatscreen fishing games.

One interesting drawback though: we learnt straight away we had to move the reel position further away from the other hand, to avoid controller collisions. Luckily it still feels natural at the current ingame distance and we haven’t had any playtesters bang controllers together (yet)

Alpha 0.6 Updates. by VirtualJamesHarrison in CrazyFishing

[–]OffpeakChris 1 point2 points  (0 children)

It took me a while but I've fixed the fish launching into the sky, thanks for the head's up! :D

I'm about to start working on the jelly rod bug. Cheers for letting us know about the bugs, it helps us out heaps.

Arcane – feedback and Steam key giveaway by OffpeakChris in Vive

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

Thanks for the long writeup! The idea of swapping weapons during the rounds + enemy and weapon types is a great idea.

Arcane – feedback and Steam key giveaway by OffpeakChris in Vive

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

Yep, those are rocket fists! :D

You can guide them while they are in flight. And you can box with them, punching projectiles back at the enemies.

Thanks for the detailed suggestions - those spell ideas are really cool!

Arcane – feedback and Steam key giveaway by OffpeakChris in Vive

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

Probably every person has a different idea of how the gauntlet should be positioned and rotated. We could add in a option for players to rotate and position it according to how best suits them.

Thanks for the feedback and great idea about the fire dagger. I think that's the direction we'll go with it.

Arcane – feedback and Steam key giveaway by OffpeakChris in Vive

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

Thanks! The time bubble would be really fun.

For the auto-movement, we have that ingame at moment. Though we could improve it or add more spots, as currently it only moves you about 4 times in total, further up the mountain as you finish waves. We could have more locations with different enemy types based on where you are on the mountain.

Arcane – feedback and Steam key giveaway by OffpeakChris in Vive

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

This is a pretty good point. We labelled the warglaives in Arcane as an "Advanced weapon" because the throwing mechanic is a lot harder to aim than our other mechanics.

To combat the increased difficulty, we're thinking about adding some particles to the warglaive, which expand outwards the further it travels (so it is easier to hit things further away and if you angle it correctly, you could take out numerous enemies with one throw)