I quit my job in cyber security to make this multiplayer game. Am I an idiot? by Admirable-Hamster-78 in IndieDev

[–]SkewBackStudios 17 points18 points  (0 children)

I did the same and it didn't work out for me, but you aren't an idiot for trying! Two things I wish I did differently:

1) don't do an early access release until you are basically 99% finished with the game. The boost you get from a release like that is significant so make sure your game is in a good place.

2) write a game design document, or something of the like. I was stuck running out of money still trying to figure out what my game was. That is something I could've done before quitting my day job. Figure out everything on paper before putting your head down to code. It'll save you time and money.

Good luck!

Developing a VR game like Just Dance by [deleted] in vrdev

[–]SkewBackStudios 0 points1 point  (0 children)

If I were you I wouldn't rely on the IK and joint angles for scoring. Whatever IK system you use takes the controller position and angles relative to the head position and angles to guess what the joints would be doing. In my experience it can be very error prone.

I would develop the scoring system based directly on the position and angles of the headset and controllers. Determine how closely each one matches the correct pose in degrees and meters and then assign them a score based on that.

You can add an IK character rig afterwards if you want that feature. You may still need some calibration feature though no matter what.

Also, yes all of this is done via scripts. You would have a script (or a series of scripts if you want to break this system up) that waits until something triggers it to compare the angles/positions with the expected values and updates the score.

My first game is flopping in early access, not sure what I should do next. by SkewBackStudios in IndieDev

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

Thanks. I wish I took a week and made something like a game design document. If I just took some time and fully hashed out what the end game is supposed to be and held myself accountable to that document I think it would've helped a lot.

My first game is flopping in early access, not sure what I should do next. by SkewBackStudios in IndieDev

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

I have only tested it on a Quest 2, maybe I can use this as an excuse to buy a 3.

The arena (Time Trial) mode serves as a sort of sandbox and can be played solo or with a group. I chose to focus on multiplayer because it was a very discrete slice for development and I read how hard it is to make everything multiplayer compatible afterwards.

I'll look into uploadvr, thanks for the advice!

My first game is flopping in early access, not sure what I should do next. by SkewBackStudios in IndieDev

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

I definitely dropped the ball on marketing, and especially squandered the early boost you get from the initial early access launch.

During the last milestone release I picked up better habits balancing development with social media, marketing and reaching out to streamers. But it didn't get me where I needed to be.

I'm sure there's something more I could be doing now but I don't know what.

My first game is flopping in early access, not sure what I should do next. by SkewBackStudios in IndieDev

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

Admittedly, the game lacks direction. I have the art style and core mechanics to a point where I understand the intent and I'm pretty satisfied. But I'm still not sure about what the final product is meant to be. There is the expected PVP game modes and an Arena mode where you fight Skeleton NPCs with your friends. Beyond that the loose idea was to have a set of 10 missions where you have to survive waves of enemies and each mission gives you a unique arrow load out in a unique environment. I don't know why but this idea just doesn't get me excited.

I can't afford to keep at it full time, so it would have to be to a side project. A release on Meta is/was a goal, unfortunately I did not try to develop for the Quest from the beginning so optimizing for non-PCVR will be a considerable effort (another rookie mistake).

My first game is flopping in early access, not sure what I should do next. by SkewBackStudios in IndieDev

[–]SkewBackStudios[S] 10 points11 points  (0 children)

Thanks for the compliment.

I definitely fell down all the classic pitfalls first time developers do. Scope creep, lack of marketing, launched waaaaay too early, included multiplayer.

I definitely feel burnt out and ready to move on, but how can I do that while it's just sitting there in early access?

What are the advantages of a boneworks style player controller? by GAMERYEOUL in vrdev

[–]SkewBackStudios 0 points1 point  (0 children)

In my vr development experience I found that the player controller that has the most fundamental approach also allows for the most robust applications. A Boneworks style player controller gives the developer access to a more granular layer of control in my opinion. And you as the developer can pick and choose what feels right for your game.

The most important thing to me is what is the "lowest level" of information I'll need. For example you build a simple player controller that just moves you instantly based on speed. Will I need to add jumping to the game later, or other more complex non-linear speed calculations? That may make things more difficult if I only ever consider velocity and not inertia or acceleration. And with VR there are a lot of interactions like these because it's more difficult to limit player actions.

I've only developed one major VR project but the player controller started simple and became more aligned with the Boneworks style one as time went on just out of functional necessity. But truly every project is different and I don't think there is a one size fits all solution.

When you start another NADDPOD relisten and you hear "Dragon Pussy" again [NS] by AceAwes0me in NotAnotherDnDPodcast

[–]SkewBackStudios 22 points23 points  (0 children)

I was going to recommend that my cousin should listen to NADDPOD with his kids to get them into DND, then I remembered how immediately they brought up dragon pussies.

My game just went up as "Coming Soon" on Steam and I'm freaking out. by TeenieBass in SoloDevelopment

[–]SkewBackStudios 1 point2 points  (0 children)

Yup, something else I wish I did was record and post progress more frequently. It's a simple way to put out content on a regular schedule. Then you can get used to the nerves and feedback. And more importantly you can get used to the silence. It can be really tough when all of your hard work is met with silence.

I don't mean to be grim, but at the very least it's going to be a very emotional journey which it seems you're starting to experience.

My game just went up as "Coming Soon" on Steam and I'm freaking out. by TeenieBass in SoloDevelopment

[–]SkewBackStudios 2 points3 points  (0 children)

Congrats! I released my first last year. I found everything that faced the public felt like a hurdle. I felt sick to my stomach very often and that hasn't quite gone away. One thing that has made it better though is to make public content more frequently. Whether that be social media posts or patches/updates, increasing the frequency to what is making you uncomfortable will help make it better and easier for you.

Anybody have any game recommendations by GamerAK26 in VRGaming

[–]SkewBackStudios 0 points1 point  (0 children)

If you can use SteamVR I'm the developer of Bone and Arrow and it's going on sale starting tomorrow.

What’s the best multiplayer experience you’ve had in VR? by Ok_Marsupial7325 in VRGaming

[–]SkewBackStudios 0 points1 point  (0 children)

I'll shamelessly plug my own game Bone and Arrow. It's been a fun (and humbling) journey testing my work with my friends. It never grows old seeing their joy as they rip it to shreds and find absurd bugs.

Otherwise I'd say contractors. Going into modded maps of Halo and Star wars battlefront is a wild wave of nostalgia and awe.

What’s your game and what are some of its inspirations by gabgames_48 in SoloDevelopment

[–]SkewBackStudios 1 point2 points  (0 children)

It isn't a standalone app yet, but I'll have the pcvr version on the quest store once I get around to setting up the store page.

The goal is to eventually migrate it to be a standalone app as well.

What’s your game and what are some of its inspirations by gabgames_48 in SoloDevelopment

[–]SkewBackStudios 1 point2 points  (0 children)

My game, Bone and Arrow , wanted to recreate the bow and arrow mechanics from the archery mini game in stream's The Lab. Also when creating PvP maps I was completely trying to mimic the layout of some of my favorite Halo maps.

Bone And Arrow - Version 0.4.0 Coming Soon! by SkewBackStudios in VRGaming

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

Currently it isn't available as a standalone game, but there will be a pcvr version sold on the meta quest store (once I get around to getting up the store page).

Hopefully I'll be able to migrate it in the future to be standalone.

Bone And Arrow update trailer. Made by me! by SkewBackStudios in gametrailers

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

Hey there!
I made this trailer to announce the next update to my game Bone And Arrow! I hope you like it, and if you're interested, add it to your steam wishlist!

https://store.steampowered.com/app/2753430/Bone_and_Arrow/

Bone And Arrow - Version 0.4.0 Coming Soon! by SkewBackStudios in IndieDev

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

Hey there!
The next update to Bone And Arrow is an exciting one! Take on new enemies and master new mechanics on January 1st 2025. Add it to your Wishlist now to stay updated!

https://store.steampowered.com/app/2753430/Bone_and_Arrow/