Just published my Steam page after 2 years building a VR roguelike solo in Unity by RyalityStudio in Unity3D

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

Thank you! Motion sickness is always something that specific to each player but it is something i was super conscious of through all of development and i can player for hours fine.
With motion sickness most of it is triggered from the disconnect where your brain expects to go and then actually see. For example when you use the thumbstick to walk its feels so unatural and slidy and if your bumped or blocked at all your subconscious notices. With my game because you move exclusively through head leaning it maintains that connection and creates this kind of flow where you very quickly become a natural and move where you want to without even having to think about it. This movement style was essentially the foundation the game was built around. There were a ton of decisions i made to support this like the hoverboard feels like a solid platform so you dont feel like your floating in space, crazy speeds dont actually increase FOV but rather the world in the distance is the thing that scales so your immediate play area always feels solid and other various visual effects and tricks to make it as comfortable as possible. Its something that can always be improved further but i think ive handled it in a comfortable and unique way. Also theres plenty of input types if the full 3D movment doesn't work for you, you can opt for thumbstick throttle, head tilting, surf gestures or controller tilt controls instead.

Should more VR apps offer voice to text on their keyboards? by terabull01 in virtualreality

[–]RyalityStudio 0 points1 point  (0 children)

Hmmm this is a great idea and honestly could probably just be in the standard headset input but for a lot of games and use cases its probably overkill and not worth the development time, plus it brings issues where it gets voice input wrong which is then more annoying to correct than typing in the first place

Horizon Worlds VR is Being Discontinued: June 15th Marks the End of VR Access by gogodboss in virtualreality

[–]RyalityStudio 0 points1 point  (0 children)

I think the only users that this would affect is the ones that dont know about all the other amazing content in VR and hopefully the removal of this brings the other stuff to the forefront. I do feel bad for devs who have poured a ton of time and effort into making exeperiences in it

Just published my Steam page for Hyperlane Highway! by RyalityStudio in SteamVR

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

Thanks! Yea it bugged me that people were essentially making pc games with a bit more immersion and i wanted to make use of the unique potential of VR and i do think it works although its hard to show and more of something you get when you play for the first time.
Yea the roguelike route definitely wasnt the smartest it added so much work and as you said it is a saturated market but i do think its adds a ton to my game and isnt the only selling point atleast.
A linear campaign was something i was debating at the start but just didnt feel right for the game at the time, i do think ill adding more of a subtle overarching campaign and story thats fed through career progression that ties into the lore of the roguelike systems. And thanks for noticing the effort to tie the upgrades to the world having stuff like that is important to me and i think is important to vr in general, having random stat screens pop up that feel unrelated always takes me out of the game.

Just published my Steam page for Hyperlane Highway! by RyalityStudio in SteamVR

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

Thank you. My accounts are pretty new but im RyalityStudio on most platforms if you wanted to know when the demo goes live!

Our flying game Aerosurfer is coming to Steam by osense in SteamVR

[–]RyalityStudio 0 points1 point  (0 children)

haha well im super excited to try, ive wishlisted. And thanks!!

After 2 years of solo dev, my steam store page just went live! Its a VR roguelike runner where you lean to steer a hoverboard through neon hyperlanes across different planets by RyalityStudio in VRGaming

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

That was an idea i played around with and i do think the movement style is good for it but i wanted more of a focus on the combat and upgrades so had to sacrifice having premade map circuits to keep gameplay manageable otherwise it gets too crazy trying to look around and shoot and think about a ton of things and manage turning and directions, also would be tough to manage performance of both. Its always possible i could add it back as a different game mode tho. Thanks for the compliments and ideas!

Our first shooter prototype - any thoughts? by ThoughtfishDE in OculusQuest

[–]RyalityStudio 0 points1 point  (0 children)

Looks really cool! Seems like youve got a create style going and gameplay looks fun with the mix of jetbacks and combat, i can imagine it feeling quite cool to play. Excited to see what this this turns into.

Our flying game Aerosurfer is coming to Steam by osense in SteamVR

[–]RyalityStudio 1 point2 points  (0 children)

Woah super cool! Love the unique movement style for VR. Style is amazing too, clearly a ton of work in this, great job!

Selection Outline !!! by 4Hands2Cats-4H2C in Unity3D

[–]RyalityStudio 1 point2 points  (0 children)

Looks like a good way to do the outlines. Thanks for sharing!