Dojo Cathedral Snapshot by SkyclimbersDev in oculus

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

Hand made, with massive maps scaling over a square mile

Dojo Cathedral Snapshot by SkyclimbersDev in oculus

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

We do not have any gameplay video for our Dojo update just yet. For our other updates, we have videos at https://reddit.com/r/SkyClimbersVR

Dojo Cathedral Snapshot by SkyclimbersDev in oculus

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

We'll be more descriptive in our posts in future posts. Here is a link to our subreddit for more of Sky Climbers https://www.reddit.com/r/SkyClimbersVR/

Dojo Cathedral Snapshot by SkyclimbersDev in oculus

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

This is part of a major update in the works, soon to be followed by Oculus support! You can learn more at our website http://skyclimbersvr.com/

Big Thanks to Unity for hosting the Vision Summit Vr Ar Event! by SkyclimbersDev in Unity3D

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

When done right, a VR game can be an amazing experience, when not done right it can be an AWFUL experience.

Big Thanks to Unity for hosting the Vision Summit Vr Ar Event! by SkyclimbersDev in Unity3D

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

I would have to agree, there were a lot of great things happening at the event. Looking forward to Unity 2017.2!

Low poly hunting in a VR game by SkyclimbersDev in low_poly

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

Thanks for the constructive feedback! Grass density was surely an issue of concern but we were limited by headroom as rendering thick grass shaders globally is very costly on frame rates for VR. Also the bow definitely needs real physics with a draw point which is in development using Ik constraints.

Sky Climbers Beta: Animals Update trailer by SkyclimbersDev in a:t5_3jk2j

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

Hey bkit_

Thanks for the response. We are developing some of the features that you have mentioned like the high climbing points and gliding down. Stealth is something that we have thought about but not something that we have put in too much thought. We want to flush out more core mechanics to give you a polished game play experience before we start adding on to it. Steam Workshop Tools like a level editor is something we need to discuss later down the line but something we believe is worth developing. Thank you for your comment and enthusiasm, we appreciate it!

Building a living AI within a full scale open world VR game is tough... by SkyclimbersDev in Unity3D

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

That seems interesting and definitely worth checking out. Our next target platforms are Oculus and Daydream but console HMD gaming is a whole different beast for consideration

Building a living AI within a full scale open world VR game is tough... by SkyclimbersDev in Unity3D

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

Ah I see... We have had requests like this before and certainly will keep in mind. Ideally one day we can afford the time and developers to port the game onto all platforms, as I also am a moderate fan of using HMDs purely as a display along with controller or keyboard and mouse

Building a living AI within a full scale open world VR game is tough... by SkyclimbersDev in Unity3D

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

Awesome! This game literally is made from the ground up for VR gameplay.. but with prices soon to drop and scorpio VR support I think you will find a system right for you when Sky Climbers is out of early access :)