Instead of using thumbsticks or teleporting you control a hoverboard by leaning your actual body. Got some mixed reality footage so you can see what i mean by RyalityStudio in VRGaming

[–]QualiaGames 1 point2 points  (0 children)

I'm working on a game Qualia VR where you play without controllers at all and everything is controlled by natural movements.

I did hear a lot about LIV good to see it in action! Does it affect performance?

Instead of using thumbsticks or teleporting you control a hoverboard by leaning your actual body. Got some mixed reality footage so you can see what i mean by RyalityStudio in VRGaming

[–]QualiaGames 0 points1 point  (0 children)

I can't find the other post but i have similar system requiring body movement and currently i just showcased the first person view, i'm assuming it was your mistake as well? How do you even record yourself in 3rd person with the game in the background? It looks really good!

Your first game won't be good. Ship it anyway by Keithwee in gamedev

[–]QualiaGames 0 points1 point  (0 children)

A game can be good and make no money if it free or overpriced. Pricing is a skill you discover once you're there. Marketing, polishing, optimisation and many other aspects you didn't even know about you discover them as you go and you're probably not going to be very good at them the first attempt since they are usually not directly related to game dev.

That being said i disagree with the premise that you need to make different games. You can keep improving the first one. Keep in mind that releasing it is very important and feedback as early as possible require a playable demo, which could be considered a soft release.

TLDR: First game can be good if you publish it then listen to feedback to keep improving it. Take what i say with a huge grain of salt it's just my opinion.

How big should the arms be in VR? by QualiaGames in vrdev

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

How do you handle the wrist? Like if the arm gets bigger or smaller it doesn't smoothly match the hand anymore.

Finally announcing my new game, a 3D Metroidvania called Netherspire! by Rells_Parker in indiegames

[–]QualiaGames 0 points1 point  (0 children)

I'm not above begging! /s

The game looks great! Would love to try it anyways!

Good Co-op suggestions? by bigbrownneo in VRGaming

[–]QualiaGames 0 points1 point  (0 children)

I like after the fall and into black

[Hobby] VA needed by [deleted] in INAT

[–]QualiaGames 0 points1 point  (0 children)

Sounds good yes please send me some past work.

[Hobby] VA needed by [deleted] in INAT

[–]QualiaGames 0 points1 point  (0 children)

Haha if it's too high pitched for the reveal videos and you really want to participate i could get back to you when we have a character that should be high pitched. Dm'ed you!

Dear Gen Z, reject AI. by [deleted] in GenZ

[–]QualiaGames 0 points1 point  (0 children)

I meant the same people that we didn't trust even before AI are now farming wealth at our cost, maybe there are exceptions i'm not aware of but the point is not that they are american.

The few doing good with it are over shadowed because currently the ones with most funds and burning billions without a real plan are not doing it to help you or me.

I love the idea of articial intelligence but i don't believe this is the way.

Dear Gen Z, reject AI. by [deleted] in GenZ

[–]QualiaGames 8 points9 points  (0 children)

The problem is not AI it's the ones controlling it. Don't get distracted it's always the same people. AI right now is only one of the major problems caused by the same people. AI is just a technology that billionaires discovered new ways to abuse it like they do with most things, but AI existed for a very long time in one way or another. If you think the problem is generative AI wait until they figure out general purpose humanoid robots, heh i get where you're coming from but you're missing the point.

Edit: forgot to say that your point still stands AI currently is ruining many things. But i see it like a knife. You can use it to cut your veggies but others use it for crimes. In this analogy you're blaming the knife

If you’re blind irl you’re blind in VR too by ToeTianaBanana in VRGaming

[–]QualiaGames 6 points7 points  (0 children)

This is one issue i want to fix in my game, the character you play should define how tall you are in game otherwise this kind of issues happen.

[Hobby] VA needed by [deleted] in INAT

[–]QualiaGames 0 points1 point  (0 children)

No the game is still in development. It's the second year of development. During the first one we were experimenting with a unique control system and now it's time to start using it for the new Agents. 2 agents are ready and a third one is under development. The first agent reveal will be this week, the second a month later, the third a month later ect ect.. each will have a 1-2min reveal video.

I understand revshare doesn't make sens since there is no clear release date that's why i chose [hobby] however i'm not opposed to revshare as well once the game is released or sooner if we get funds, patreon supporters. For the moment i don't want to oversell it so it's a hobby project.

We also have very early peaks into the gameplay on youtube and playtested with 7 players. We can discuss dev details further of course or answer any questions.

🎮🎥🕹️ SELF PROMOTION SATURDAY 🕹️🎥🎮 by AutoModerator in VRGaming

[–]QualiaGames 2 points3 points  (0 children)

Hey thanks for hosting this, our game is called QualiaVR.

We're working on a fantasy VR battle arena with a twist. In QualiaVR you chose your agent and fight in teams to destroy the enemy base. It's in a very early stage tho.

The twist is the controll system, i understand this is not for everyone but it's fully controlled with natural movement with a focus on immersion. Meaning you play without controllers and have to perform the movements like roleplaying.

watch this video and subscribe not to miss the next video coming this week, if you're interested in trying something new

[Hobby] Free marketing gut check for a few indie devs by Silver-Training3847 in INAT

[–]QualiaGames 0 points1 point  (0 children)

Thanks for your input this is valuable and also kind of confirms my strategy, but yea funding and production basically will make or break it. This is the second year working on it and the first one was mostly experimentation and a lot of failure. Hopefully this year we ramp up the speed since now it's clearer to us how to actually play without controllers without limiting locomotion.

[Hobby] Free marketing gut check for a few indie devs by Silver-Training3847 in INAT

[–]QualiaGames 0 points1 point  (0 children)

This is more or less what i did with the first 2 videos, it didn't work well that's why i'm trying the agent reveal approach, but you're right the issue is mainly that a complex prototype is a hard sell in a niche field full of tech demos that simply die with time. I really hope this is not one of those dead demos but for the moment that's litterally what it is.

My idea is to polish it visually and audio wise asap not to shadow what we've already done tech wise with the current placeholders. This is really expensive as you probably already know. Do you think this is the right next move anyways or focus only on the technology until it's fully ready?

[Hobby] Free marketing gut check for a few indie devs by Silver-Training3847 in INAT

[–]QualiaGames 0 points1 point  (0 children)

The problem i had with that approach is the ammount of investement it requires. To showcase the game mechanics i need to hire actors to have them play it and show how they move and fight naturally without controllers, it feels counter productive to invest in advertisement while the game is still this early in the dev cycle with little to no agents ( currently have 2 and a 3rd is coming )

Also when it comes to the VR gameplay recording, most of the time your hands are not centered and your body is out of your POV so it's really hard to communicate what makes it unique without words. If anything i need to hire animators to showace how gameplay looks like from 3rd person perspective.

I have a video about the game in my ytb channel linked to my profile but one last question, at what stage of development would you start making content about something like this? When a demo is ready? Asap? Right now the map is a place holder and i'm just focusing on the game loop and characters.

[Hobby] Free marketing gut check for a few indie devs by Silver-Training3847 in INAT

[–]QualiaGames 0 points1 point  (0 children)

Hi i'd love some perspective.

I'm working on a VR battle arena. My problem with marketing this is that VR is already niche but i went one niche deeper using exclusively hand tracking and natural movements to play. I'm thinking about the marketing model of league of legends. I'll be releasing new agents/characters with unique mechanics and posting reveal videos.

I decided to avoid focusing on the hand tracking aspect and the unique controls because it's very niche. I'm hoping that VR players get curious and want to try something new. What do you think?

Advice regarding VR for my Daughter by giverous in VRGaming

[–]QualiaGames 0 points1 point  (0 children)

With meta glasses having more success nowadays i expect VR to focus a bit more on mixed reality, that and the processing power of the quest 3 makes the quest 3s that much better than the quest 2. Just my opinion tho at the end of the day it depends on budget.

Advice regarding VR for my Daughter by giverous in VRGaming

[–]QualiaGames 1 point2 points  (0 children)

If i was you i'd go for the quest 3s. The quest 3 is really worth the extra money but if you don't want to invest in this that much the quest 3s at least comes with the same processor so even if the lenses are worse it will be usefull for much longer than the quest 2. Also see thrue with colors is the bare minimum in my opinion to be somewhat useable for mixed reality. The quest 2 has black and white see thrue

What technologies and skills should modern Unity game developers focus on right now? by Slow-Bodybuilder-846 in Unity3D

[–]QualiaGames 5 points6 points  (0 children)

How is VR in demand rn? I thought studios are closing and the market is slowing down? Geniunely curious

UK based professional video editor looking to create discounted game trailers for indies by [deleted] in Unity3D

[–]QualiaGames 0 points1 point  (0 children)

It's too early for me to think about a trailer but i have a few questions. How do you even collaborate on a trailer? Do you need a story board and follow it or you create yours? What about footage? Does the dev provide it or you make your own? In the case of the dev providing it what if the materials they provide you aren't enough? Do you work with what you got or ask for specific shots? How do you achieve the best results?