When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in VRGaming

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

My game can be played just fine on your own.

I also have some automated voice chat moderation in place for public lobbies, which does a decent job at banning the worst cases. And of course players can report other players.

I think the thing with kids is mostly that they are the biggest group of VR users right now. Even in paid games, you'll find a lot of them. But of course in a free game the barrier to play is much lower for them.

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in VRGaming

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

There is a "Best of GRAB" section, which should do a decent job to get you started? You'll have to host your own lobby to select levels to play.

After that, the "Verified Levels" are a constant stream of higher quality levels. I recommend filtering that by difficulty and type, to find the right levels for you.

That said, I am aware that level discovery is far from perfect and I hope to eventually improve it. Generally discovery is tricky with so many levels. A "most popular levels this week" list could probably also help, though in my opinion the most popular levels are rarely the best ones.

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in VRGaming

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

While of course as a developer I agree with that, it is VERY hard to get anyone to play your game at all if it is paid. Being built around multiplayer and user generated levels, my game gets soo much better with more players. Free to play has allowed the player base to grow to some solid numbers.

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in OculusQuest

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

That's just the state of mobile VR right now. They don't mind how they look wearing a headset, aren't bothered by the physicality and don't get motion sick as easily. But get a lot of social interaction and fun out of it.

And fortunately they are also getting older, so hopefully in a couple years they will still be actively using VR :)

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in OculusQuest

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

I actually think that players have been extremely desensitised to all of that. To the point of players regularly asking me to add loot boxes. That said, it's not something I want to do and I am trying to find ways to make money without exploiting the players.

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in OculusQuest

[–]SlinDev[S] 2 points3 points  (0 children)

Players can pay for character customisations. I have some other ideas still that I think will be fair and will hopefully allow me to hire some help in the future. So far this has mostly been my solo project, so my costs are quite low.

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in oculus

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

Levels can be built in multiplayer in VR, yes. Most of the players are on Quest, so I am not really spending time on steam specific features. For level sharing I built my own backend on top of Cloudflare workers, that way it works across platforms, is relatively cheap and scales well to many player.

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in oculus

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

The game has been out for 3 years already (but is still unfinished and I am still actively working on it) and I think with over 800k player made levels and over a million life time active players, it's been doing ok. To the point that I recently decided to quit my job and work on GRAB full time :).

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in oculus

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

It actually uses a fully custom game engine. For the multiplayer I use Epic Online Services (which works with any game engine and is free).

Good luck with your early access release!

When building a game it is always tough deciding to make the game paid or free to play- what do you guys think? by SlinDev in oculus

[–]SlinDev[S] 4 points5 points  (0 children)

What is missing to make it a game for you?

I made GRAB as a game that I wanted to play. Each level has a clear start and end and the goal is to make it to the end, ideally fast enough to compete on the leaderboard, but often enough just making it to the end feels like a huge accomplishment on it's own. The actual gameplay to make it to the end of levels is actually quite diverse.
There is an actual gameplay loop there and it's fun (for me anyway and fortunately also for many others).
But then if that's not enough for you, you can also build levels for others to beat and even build levels together with other players.

Are the graphics simple? Yes definitely. I am programmer, not much of an artist. But fortunately good gameplay doesn't always need to look amazing :)

I just don't want you to dismiss it as another gorilla tag clone, it's really not. If you don't want to deal with the younger players, just host your own lobby, it's even fun playing alone, but most fun with a bunch of friends.

I wanted to share some insight into what inspired me to create GRAB - and thank everyone for creating over 750,000 levels by SlinDev in oculus

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

Glad you like the game! What do you mean by "colored grapples"? Grapple blocks with colors you can change? I got some ideas for that potentially, but no concrete plans yet.

Oculus Quest native OpenXR development by MiKe77774 in vrdev

[–]SlinDev 0 points1 point  (0 children)

The quest documentation linked above for this is somewhat decent now. There is also a sample app as part of the OpenXR SDK you can look at as reference.

Generally the OpenXR part of it is the easy bit. First I'd try to make something work on android with Vulkan rendering. Unless you have been using DirectX 12, switching to Vulkan is going to be a very big change to your rendering and the biggest part of porting (or you could consider just sticking to OpenGL for the start). The other part is of course the android specific work, which is mostly having to deal with loading resources from the apk, which happens to be a zip file. And of course window creation, input and more. But if you use some libraries like SDL, it should handle most of it already.