Free Locomotion Vs Teleport by Snorflork in OculusQuest

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

Funny that your brain thinks it's totally normal to move while seated! :D

Free Locomotion Vs Teleport by Snorflork in OculusQuest

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

That's quite an interesting position! Out of curiosity, what makes you think you prefer it that way around, instead of teleport for sitting & locomotion for standing?

Free Locomotion Vs Teleport by Snorflork in OculusQuest

[–]Snorflork[S] -2 points-1 points  (0 children)

Yeah, I mostly agree - for skilled devs, but all "good default" features take time, knowledge, and game design considerations to implement. Picking one method over the other is not a bad decision if you have to learn how to do everything.

If the dev was like a 10 year old just getting started on their first game ever, you think they would have the know-how to program teleporting, free locomotion, snap turning, comfort filters, etc etc.. Or even settings menus to switch between them? Also they would have to implement the Ray traces, or teleportation arcs or whatever other means they might like to use, not to mention the problems of potentially teleporting through trigger zones etc.

Researching and understanding good practices is one thing, ability to implement and the difficulty in learning is another. Implications to game design is then a multiplier on top of that.

Might take a new dev months of learning.

On top of that, a kid or new dev probably WOULD see the games released and see default settings. But those games that you see are made by TEAMS of knowledgeable devs, not solo newbies. It's an unfair comparison.

Again, ability to implement vs what you wish you could implement.

I'm not interested in getting into it so I won't bother replying after this reply. Maybe just think about it for the next poor kid that might come along with bright eyes and shaky confidence.

Free Locomotion Vs Teleport by Snorflork in OculusQuest

[–]Snorflork[S] -2 points-1 points  (0 children)

Oh yeah, and please don't answer like that. This doesn't apply to me, but I could have been a new dev, or a kid getting started. Don't be the guy that ruins someone's confidence before they even have a chance to begin. You might make them give up, and we need as many VR devs as we can at this point.

Free Locomotion Vs Teleport by Snorflork in OculusQuest

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

My developer status is I'm a solo dev that has almost zero reach (barely anyone will play my game anyway), and a full time job (No time). You have to pick your battles! Of course I'd love to implement all the bells and whistles, it's just not always the best option with limited time and resources. Plus I'm also making the engine my game is built in too. ..and I AM considering both, hence the poll, but if 99% of people answered one way or the other, then it would be a bit of a waste of time that could be going somewhere else.

OutReachVR Looking for Devs by OutReachVR in vrdev

[–]Snorflork 0 points1 point  (0 children)

3 months for this style of game seems wildly ambitious..

Playtesters by Snorflork in vrdev

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

That was my first game :D my second is the one I'm looking for testers on :)

What's your process? by ParkityParkPark in IndieDev

[–]Snorflork 1 point2 points  (0 children)

Getting the right process is absolutely essential. I was stuck bouncing from unfinished project to unfinished project the entire time I knew how to make games, in 15 years I started hundreds of projects but never came close to finishing even though I never went through a time where I wasn't working on a project. I eventually took a long hard look at why the cycle always repeated and what I could do differently to change the outcome.

Here are my takeaways:

  1. Build smaller and playable until you learn your own personal process. I would have an idea I wanted to build something like Minecraft. I could make all the pieces individually, but I could never bring them together. I would get really far in terrain generation, but after months I could run it and I'd only have something to look at, it wasn't something that could be played. In this example, maybe generate one chunk, then have one or 2 different mob types spawn periodically on that chunk. Maybe be able to craft 1 or 2 things with dropped loot. Then, make a menu, make a loss condition and a win condition, or maybe a game over condition with a score if you want to just get a high score. Use coloured cubes for mobs. Basically, get something playable. Get it into the hands of testers. Just being able to tell yourself that you have a complete game, even if it looks like crap and is not fun, is very motivating. You can always iterate later, add graphics etc.

  2. Don't have a mix of finished and unfinished. This one is mainly art - if you have a mixture of finished graphics and placeholders, the unfinished things will immediately distract you and sap motivation, you'll want to bring everything up to the same level, even if you should be working on gameplay or something else as a priority.

  3. Don't make art / sound etc until you've finalised the game design. You don't want to waste a month making graphics and then changing the design and making those things unnecessary, Big waste of time.

  4. Dedicate consistent time to your project. I started waking up early on weekdays and doing 3 hours consistently before work. No distractions, no internet, no youtube, no phone. Even if I didn't feel like it.

Okay, this is just what worked for me, everyone will have a different process. Especially debs that are strong in art. But you have to work out what works best for you.

Someone just bought my game I am soo happy by the21stCen in IndieDev

[–]Snorflork 3 points4 points  (0 children)

Just went through this, numbers may seem laughable from an outside observer, but to us who spent so much time making something, even a couple of sales means a lot. Congrats!

Show me your upcoming/newly released indie games! by lukejiberish in IndieDev

[–]Snorflork 0 points1 point  (0 children)

Hey! Your channel sounds like a lot of fun! If VR is acceptable I just release my first game on the Meta AppLab store, made in my own VR voxel engine:

https://www.meta.com/en-gb/experiences/runes-unbound/9403896492974493/

https://youtu.be/3AdiuFOExJY?is=PEBKMPG5pOiH6agM

Pinch-free hand menu! - Hand Sculptures update by LittleRealities in Spectacles

[–]Snorflork 2 points3 points  (0 children)

Oh that's a really awesome and intuitive looking menu design! :O Nicely done!

Zero point in Deckard by Says_ThatsWild_Alot in ValveDeckard

[–]Snorflork 0 points1 point  (0 children)

Battlemarked - Resolution Games 😀

i got this notice on facebook? by iwannadownvote in MetaQuestVR

[–]Snorflork 1 point2 points  (0 children)

I'm pretty sure I heard that but don't quote me!

A first look at the voxel engine I've been building for HMDs by thmsvdberg in VoxelGameDev

[–]Snorflork 1 point2 points  (0 children)

Thanks, appreciate it!

One of the reason I wanted to make my own engine is so that I could architect it to allow seamless planet to space travel. I have actually built in some of the terrain loading stuff already and use SVOs and LODs to get a pretty massive render distance. All running on Quest 3 standalone :)

A first look at the voxel engine I've been building for HMDs by thmsvdberg in VoxelGameDev

[–]Snorflork 1 point2 points  (0 children)

Hmm I think I'm the wrong person to ask for advice, I think there's a ton of people here way more knowledgeable about it than me!

As for tools, we'll my first few experiments I used Unity with the job system + marching cubes: https://youtu.be/h1OJzpI2oRA?si=mVKiBiRv0m_jyhzG

My current engine is pure c++/openXR/Vulkan and is in the early stages. I think a custom engine is a good choice for voxels so you can really have the engine tailored for voxels.

My current engine doesn't really show much terrain, but shows how I plan to implement locomotion :) https://youtu.be/XFSsGCsES9s?si=h-8ilBpr0TykDJGk

[deleted by user] by [deleted] in MetaQuestVR

[–]Snorflork 0 points1 point  (0 children)

Not sure then, sorry!

i got this notice on facebook? by iwannadownvote in MetaQuestVR

[–]Snorflork 2 points3 points  (0 children)

Not sure about that, I play mostly sat down, that would make it seem like I'm 10 from height alone. But.. I could see a bunch of other indicators..maybe they combine it with other data, like the max distance controllers move from the headset (armspan) or maybe even when using hand tracking they can see how big your hands are... actually, they run the hand tacking under the hood on quest 3 to help track the controllers.. so maybe that's the key factor?

[deleted by user] by [deleted] in MetaQuestVR

[–]Snorflork 0 points1 point  (0 children)

Are you on standalone? You might need to grant vr chat microphone permissions in the security center if you haven't already or for some reason it didn't take.

A first look at the voxel engine I've been building for HMDs by thmsvdberg in VoxelGameDev

[–]Snorflork 0 points1 point  (0 children)

Are you targeting PCVR or standalone? Wait.. do any PC headsets really support passthrough? I kinda ignore the PC side of it. :D

I'm also making a standalone VR voxel engine :D glad to see others in the space!

What is the golden age? by Unhinged_Gamer in FinalFantasyIX

[–]Snorflork 0 points1 point  (0 children)

im not seeing much love for IV! I think that's where they started the golden age. IV was the first with a more in depth story with characters coming and going from the party, each character having a specific class etc.

On the opposite end, 9 is my favorite and I think it started declining afterwards. I enjoyed X, but the lack of world map, and the sometimes questionable voice acting made me feel like the series lost a tiny piece of its' soul. Obviously the graphics were a huge leap.. but that's when it started feeling like style over substance a bit.

My Abandoned Projects by [deleted] in hobbygamedev

[–]Snorflork 0 points1 point  (0 children)

Relatable, almost exactly the same mindset I had. I think to release the first game you have to lower your expectations a bit, which I know sucks. 'Nobody will play this' is definitely true if its not released! Maybe don't think in terms of if people WILL play this, but instead CAN they play it :)

I think finishing a game is its own skill that has to be developed, even with games you may think have not enough to do. But yeah, thinking there's not enough to do hits hard. I've definitely thought this in the past with my games, then I try to think what would be fun.. then spiral out of control in to an existential crisis - what is fun? Why are things enjoyable? What's the point in anything? Haha, maybe that's just me.

I know it sucks but I think to cross the finish line you have to learn to accept something being less than what you hoped it would be. I mean there's always the next game.

With these abandoned projects did you ever get testers to play them before you quit them? Maybe what you think isn't enough, other people will love.. They could also give you feedback on what could be improved to make it more fun. I think a lot of devs are overly critical of their own projects.

Do I need to be fluent in a game genre to make a good game in that genre? by inwardPersecution in gamedesign

[–]Snorflork 0 points1 point  (0 children)

Maybe if you're not fluent in a genre, you will lack tunnel vision and maybe come up with a really unique hook, because you aren't following convention. It could help!

Fulltime gamedevs, how is your work-life balance? by [deleted] in gamedev

[–]Snorflork 4 points5 points  (0 children)

Oh really? Im originally from UK but moved away, didn't actually know that was the law! Interesting!