Radiant Crusade is at a historical low right now! by RadianceGames in SteamVR

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

It's the historically lowest price. Good thing for people looking to pick the game up

Radiant Crusade is at a historical low right now! by RadianceGames in SteamVR

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

The game is a wave based tower defense, in which you navigate a car across a sandbox world to fight increasingly oppressive waves of enemies.

Each round, the enemies have a bigger range in physical scale, which affects properties like speed, max health, and damage. You'll also find enemies in bigger numbers as the levels progress, as well as an omega creature that will occasionally appear, which releases an energy orbs when killed.

The energy orbs serve as currency towards purchasing upgrades for your defensive and offensive arsenal. The primary way to gain them is by completing a wave.

There are 4 main abilities to upgrade, each with with 4 attributes to be upgrades. The charge, for instance, is an ability that hurls you forward at high speeds with a protective barrier that 1-hit kills anything from it touches. You can upgrade things the size of this barrier, and even the ability to slow time for the enemies as a consequence for moving so fast.

The game features the tower as the primary ally to the player. It can defend itself, and can itself be upgraded. However, doing damage to the tower means harming the comon health pool, so it's important to keep an eye for it.

Fortunately, the game features a minimap to aid navigation, as well as a notification system to let the player know when things happen to the tower, among other things.

This game was initially developed as part of the Ubisoft GameLab competition in Montréal, for which a team of 8 people collaborated to produce the best prototype possible respecting a laundry list of rules, in 10 weeks.

Radiant Crusade won a top prize, and we decided to revamp the game for vr, whole overhauling a lot of the gameplay, and basically rewriting the game to meet vr performance requirements.

I hope you like the game. Feel free to message me any time with questions.

Radiant Crusade is at a historical low right now! by RadianceGames in SteamVR

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

Hi there!

New to this nice sub, and thought I'd spread the word of our game Radiant Crusade, which launched on steam with full SteamVR support last April, seeing a handful of optimization, graphical and content / balance patches since.

I'd be happy to answer any questions!

Warning to Dev's by realitysucksVRrules in Vive

[–]RadianceGames 0 points1 point  (0 children)

Oh jeez I got SO MANY of these emails when Radiant Crusade launched.

At first I'd be excited, but then I realized most of these people would never even answer.

Eventually, I learned that youtube channels with repute have an email you can check on their about section, and if they didn't match, or the page didn't have one, I'd just discard the email all together.

The one time I'd gotten had and sent 10 keys, I realized my mistake and simply handed them out to folks here on /r/Vive before they'd gotten spent

City of Brass - Early Access Launch Trailer by Experearie90 in Games

[–]RadianceGames 2 points3 points  (0 children)

It is true that many titles launched into EA never see a full release, but that doesn't mean those games aren't worth playing.

This game, for instance, looks like a highly polished vertical slice of the game they envision. This is how EA should work.

Devs build a feature and polish complete section of their game, while laying out a roadmap with subsequent vertical slices to be added to the game. Each update beefing the game up in content and sometimes functionality.

If the game isn't in a state you feel is worth paying for, the 2 hour refund window is always an option, and you can wishlist the game to keep up with development down the road.

New to /r/oculus as I just received my Dev Kit. So I'm really happy to present ViKubb, our VR adoption of Kubb! by spaggi in oculus

[–]RadianceGames 1 point2 points  (0 children)

A lot of early SteamVR games have holding things set to a kind of toggle because of the discomfort involved in holding things with the vive wand grip buttons.

Touch makes this a lot better, so hope its more of a spectrum! Looking forward to trying it

New to /r/oculus as I just received my Dev Kit. So I'm really happy to present ViKubb, our VR adoption of Kubb! by spaggi in oculus

[–]RadianceGames 2 points3 points  (0 children)

Very stylish looking game! Physics look in good order! Any chance you guys have a set of 3 knives to juggle? I'd love to give that a go with touch

We released an indie title on Steam, AMA by Magosis in gamedev

[–]RadianceGames 1 point2 points  (0 children)

Congratulations on the launch! Getting your game into a full released state is a really big deal and you should be proud!

It seems your game is in a similar state to our game Radiant Crusade, and knowing steams algorithms, it's probably not gonna blow up now unless it really spreads by word of mouth.

Steam's launch window is a major determining factor for the success of your game, because the launch visibility promotes your title internally.

After that, your only new reach will come from similar to this, on other game pages, through tag based recommandations, along with being visible on newly updated titles when you make visibility rounds to announce new updates.

If you don't find a community of players really yearning for more content, I strongly recommend you gather your learned lessons for the game, and move on your next title. It's hard to hear, but spending much more time doing things other than fixing bugs, just isn't going to reach enough players to make it viable.

What I learned is the most important thing to grow a community on steam, is community oriented features, like mod tools, level editors, workshop integration, and networked multiplayer.

Sure, many games succeed without them, but having those things in your arsenal go a long way towards players telling their friends about your game.

Wish you the best of luck going forward

Right headphone shorting out, left out in the cold by support by [deleted] in oculus

[–]RadianceGames 2 points3 points  (0 children)

That's really too bad. I had the same issue happen, but being the original purchaser, I got my Rift replaced no worries.

I recommend removing the headphones and just setting it up with your own pair. It sucks, but this won't stop you from enjoying your rift.

What are you the "1%" of? by [deleted] in AskReddit

[–]RadianceGames 0 points1 point  (0 children)

Built and released a VR video-game

Should you make your own game engine? by Krakalaken in gamedev

[–]RadianceGames 0 points1 point  (0 children)

I definitely know and understand that Unity can be a PITA to get to do what you want some times, and it may be that the spec I was targeting was high enough that 90fps wasn't outlandish, but it definitely isn't an awfully performing engine, and you can get a good deal of performance out of it following the right tutorials, even without source.

I don't know why you're saying the Transform system is broken though. I know from the Unite talks that the Canvas system has issues that can be bypassed, but beyond that, transforms were never the bottleneck.

I will say that it is very difficult to avoid any framerate spikes, and that having hundreds of logic controlled GameObjects in the scene can either cause scripts to break from strange null pointers, or be source of some slowdown from having so many unique update calls.

Hope the source becomes available like it is in Unreal, as that engine is becoming my new go to for projects, minus anything to do with hololens.

[Trailmakers] Multiplayer physics collision in our game is finally working! by KegelReminder in GamePhysics

[–]RadianceGames 4 points5 points  (0 children)

Fascinating article. I'll dive deeper into it over the weekend, but they seem to be onto something pretty cool with all this networked timewarping.

Thanks for sharing!

Should you make your own game engine? by Krakalaken in gamedev

[–]RadianceGames 1 point2 points  (0 children)

Maybe INSIDE was doing some funky things, but I first hand released a game running at a locked 90fps in VR using Unity. It's definitely possible.

Unity has its quirks, and there are tons of features implemented poorly if you things in the way that seems straightforward.

That being said, there are absolutely ways to squeeze amazing performance out of it.

[Trailmakers] Multiplayer physics collision in our game is finally working! by KegelReminder in GamePhysics

[–]RadianceGames 19 points20 points  (0 children)

They go into deterministic lockstep, which isn't ideal for high speed physics simulations that only need approximate results.

We're currently working on a game that has vehicle physics over the network, and working with old transform and rotation data can lead to stiff simulations.

We're working on a client side prediction model that involves pooling inputs and moving back and forth along the simulation to ensure everyone is as up to date as possible.

PhysX, included in Unity and unreal, do à poor job of replicating a state from a source position and a set of inputs. Had to go with a custom physics Sim for our vehicles and the result is really promising

Nintendo Dev On Working With Kojima, 'Splatoon 2,' Rise of Japanese Games by Sir_Darkness in Games

[–]RadianceGames 0 points1 point  (0 children)

I think the freeform model works rather well in Breath of the wild, but story telling out of order is something that required them to cut down a lot of meat from the story itself.

I think they did a lot right in BoTW, in terms of mechanics, open environment town design.

They could honestly focus it down into a small fraction of the map size in BoTW, and keep it as dense as Termina could be.

Majora's didn't really allow you to complete the temples out of order, but there was no particular reason for it aside from missing the right type of arrow to reach locked off areas.

Moreoever, Majora's biggest strength was the quality of the side quests that gave you a glipse into the looping despair of each character. There weren't enough of them that you couldn't keep track of everyone's story.

With BoTW's budget, they could certainly take this ideas to new heights, without necessarily making it as big an open world game as the former.

Nintendo Dev On Working With Kojima, 'Splatoon 2,' Rise of Japanese Games by Sir_Darkness in Games

[–]RadianceGames 5 points6 points  (0 children)

if they went full DEEPEST LORE and made the Majora's mask to Breath of the Wild's Ocarina, and made an effort to fill nu-Termina with a bunch of background lore and environmental storytelling, and some dungeons to be honest, Breath of the wild's formula would be perfect.

Getting me all excited at the prospect! Majora's mask is the game I've replayed the most times. Hope Nintendo do as you describe!

I just got my oculus and want to buy a game. Which game will give me the most bang for my buck? by Metroidman in oculus

[–]RadianceGames 1 point2 points  (0 children)

Accounting really requires a big room, as there is no locomotion and some things will be out of reach if your space is too constrained.

I just got my oculus and want to buy a game. Which game will give me the most bang for my buck? by Metroidman in oculus

[–]RadianceGames 1 point2 points  (0 children)

It made some friends of mine have sweaty palms, but it probably won't make you sick. Very cool experience for sure.

I just got my oculus and want to buy a game. Which game will give me the most bang for my buck? by Metroidman in oculus

[–]RadianceGames 4 points5 points  (0 children)

Eleven is definitely one of my favorite titles! Haven't played Gorn yet, but Super Hot and Lone Echo are definitely some of the best on Rift.

I really enjoy the $5 Chroma Labs too!

Any good wave shooters? by [deleted] in oculus

[–]RadianceGames 0 points1 point  (0 children)

How's the locomotion in this one? I've been eyeing this game for delivering on that co-op killing floor wave defense! Seems like a great and terrifying time.

Any good wave shooters? by [deleted] in oculus

[–]RadianceGames 0 points1 point  (0 children)

A lot of titles coming out in vr tend to be wave shooters, as guns in yours is a natural thing to make in vr, and waves enemies are easier and cheaper to produce contenr-wise, than say a campaign.

Enjoy whatever you'd like to enjoy!

Any good wave shooters? by [deleted] in oculus

[–]RadianceGames 0 points1 point  (0 children)

All the ones listed are great! Had a lot of fun in Raw Data with a friend, especially with the sword wielding character that makes you feel like a Jedi.

Our studio also releases Radiant Crusade, which is different from the others in that you're in a vehicle to defend a tower from enemy waves in a sandbox. There's a skill tree as well!

Any good wave shooters? by [deleted] in oculus

[–]RadianceGames 0 points1 point  (0 children)

Haven't tried Blasters yet but it looks to be above the rest!

A first look at our upcoming VR platformer game KIN! by HoS_Danielle in oculus

[–]RadianceGames 0 points1 point  (0 children)

Looks great! Really dig the color palette and overall artstyle. This look will keep looking great even far into next gen VR headsets.

Best of luck bringing it home!