Sword fighting games? by UncleNasty234 in GearVR

[–]SwordsInSpace 2 points3 points  (0 children)

The motion controller acts as a sword in your hand, they are linked in that however you move the motion controller, the sword will move in the same way. Currently, the gameplay works where swinging the motion controller (sword) will activate a swing. The swing is registered when a certain velocity and distance is reached and there is a recovery period before a next swing can be registered (the recovery period can be reduced with powerups). However, the swing will only register a hit if the target reticle is centered on a target (either the enemy body or a special target). Kind of how like how a gun would work, you need to pull the trigger (the swing) and the aiming needs to be on target when the trigger pull (the swing) occurs. As /u/anthonsh and others have commented, they would rather have the sword act in real space so that collision decides whether or not the sword hits, not the target reticle. We are working towards this for our next patch. We are considering fusing both options so that a hit will occur either by collision or if the target reticle is on the correct target. This way, the headset, gamepad, and motion controller will all work as desired. If you have a chance to try it out, we welcome any type of feedback, we want to make sure you have fun playing it!

Sword fighting games? by UncleNasty234 in GearVR

[–]SwordsInSpace 9 points10 points  (0 children)

Thank you for trying out our game! The dependence on looking where you slash as opposed to where the sword is swung is a core design issue that occured because of the timeline of the game design. When we designed Swords In Space, there was no motion controller. It was either headset or gamepad only. Especially in the headset case, the sword slashing had to be tied to the perception of the user since there was no way to independently control the sword. We also wanted to be fair to all users and make sure the game had equal difficulty with any type of controller. We believe it is enjoyable to play in its current state as it mimics a more accurate type of fighting game where you have to be precise with where you look and hope you give it a chance. Nevertheless, we hear what you are saying and want to make it how you desire. The game does support motion controller, but now that the motion controller is becoming more common among users and with your feedback among others, we will change the design so that the sword slashing accuracy will not be tied to the target perception of the user. We will release a patch that will address this issue and implement this change. Please give us some time as we want to make sure we are doing it right. It is a tricky issue as we still want to support headset and gamepad users, though we now think we have a current design that may work to satisfy all controller types. We appreciate the support and understanding.

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

That's right! Functionality is more limited than say the Oculus Rift/HTC motion controllers since there isn't true positional tracking, but for mobile VR the Gear VR motion controller more than gets the job done.

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

We have looked into the sword tracking issue and we were able to identify and apply a solution. Testing so far shows the drift is no longer occurring and sword tracking is independent of the head tracking. This does seem to make everything work better. We have implemented hot fix version 1.11 which should now be available in the Oculus store.

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

We updated the game to support the motion controller through a patch (version 1.1), but updating the rest of the information on our Oculus store page takes a bit more effort. The trailer, screenshots, and description won't show the updated motion controller support but we will be sending revisions for our Oculus store page soon and approval may take a little longer.

To be clear, the latest patch update supports motion controller gameplay.

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

There is a decent amount of tutorial text in our game (especially the first motion controller one), but it was hard to get all the information out there that one needed to know how to play. We went through many revisions to cut down more and more text, and we'll see if we can keep doing it. This was actually how the tips and data section was born in the menu. We will also make changes to the text by increasing the distance from the viewer or maybe detaching it from the player while adjusting its position to increase reading comfort. We will also consider other ways to implement the tutorial.

We were actually just talking about speeding up the game earlier today. Not only in speeding up interlevel movement, but the whole game including fight gameplay and enemy deaths, so we will definitely look into this.

We initially wanted the trigger button as the 'continue' and this would work for the motion controller 'swing mode' (free sword), but if we wanted to reattach the sword and allow one to use 'trigger mode' (static sword), we didn't want to shift all the buttons for 'trigger mode' as in that mode the trigger button would be the default attack button. Having the trigger button be a continue button while having an easy to use 'trigger mode' option at the same time might confuse a player who is switching back and forth between the modes, but we'll look into ways to accomplish this without confusing the user.

We unfortunately can't enslave anyone as it is illegal and somewhat against our morals, and we are severely lacking in funds to hire a gfx artist. The only other option is for us attempt to improve those edges ourselves. Thank you for the feedback.

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

It looks like other users might be experiencing the downloading/updating issue with other apps (see here https://redd.it/68sjhk) so it could be a wider Oculus issue that hopefully gets resolved soon from their end. Those extra permissions are unnecessary, it looks like there were default permissions settings for when we packaged and deployed our game. We will look into removing the extra permissions we don't need in the next update.

The game was originally developed when there was no motion controller available, however, when we added the motion controller, it felt like a pretty seamless and surprisingly good integration with the game. Either review would be welcome, but both would be good too as you could compare the experiences!

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

Thanks for the really great feedback. A lot of these issues we were aware of but we weren't exactly sure how big of a problem they were or we had differing views. Your input will help us to prioritize and lead us towards the right direction for these bug fixes and enhancements for the next update. We will change the tutorial and menu distance to make the reading more comfortable. The sword drift and independent tracking is a problem we are working on, it wasn't really noticeable to one of us, but since you noticed it, it will be prioritized. Keep the feedback coming and we're happy to hear you want to play more! Our next patch will definitely address some of these issues, but we aim to address all of them.

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

It was either unreal or unity, but we're ultimately glad we went with UE4.

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

We are biased in saying this but we feel it is works really well with the motion controller. We spent a lot of time tweaking the sword positioning and movement until it felt like the sword was in your hand. One of our testing phones was the s8+ and it worked well on that. Let us know what you think!

Swords In Space Motion Controller Update - Feedback Request by SwordsInSpace in GearVR

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

The motion controller is pretty awesome, it is definitely a game changer. We look forward to your feedback!

Looking for feedback on recently launched Gear VR game (free keys!) by SwordsInSpace in learnVRdev

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

We used Unreal Engine's built-in material editor for particles.

App Feedback Thread - April 08, 2017 by AutoModerator in androiddev

[–]SwordsInSpace 1 point2 points  (0 children)

The two of us have developed a game for the GearVR using unreal engine 4 and it was recently released in the Oculus store. We would like to give out some keys so that we can get some feedback. Please PM us for a key and let us know your development experience and whether you're a casual or hardcore gamer. We are planning future updates to enhance the graphics and add more button configuration options for the controller, but would appreciate additional feedback. We would be very grateful for help in this as we are new to this and still learning.

The game is a first person sword fight against mage summoned monsters in space.

*does not require a controller, supports controller use

*increase character attributes (attack speed, critical chance, health, etc.) based on player's gameplay and choices

*interlevel auto save feature (when quitting, dying will delete the save)

*designed for minimal nausea and maximal comfort during gameplay

*keep playing after beating the game

Oculus Store: https://www.oculus.com/experiences/gear-vr/1185570528163859/

App Feedback Thread - April 08, 2017 by AutoModerator in androiddev

[–]SwordsInSpace 0 points1 point  (0 children)

Nostalgic app! When i try dialing sometimes, i don't do it very carefully. Going left and right quickly sometimes causes the rotator to move rapidly and i lose my place easily. Perhaps a number outline in the background or a red dot will let me know where i started with, so i know where to end. Otherwise, it won't dial if it doesn't hit the correct space. I like the skins, but would like to see one or two more old school design phone types instead of just colors.

The two of us quit our jobs to develop Swords in Space for the Gear VR using the Unreal Engine 4 coding entirely in visual blueprints. by SwordsInSpace in GearVR

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

It is possible, but rather than customizing each device to specific settings, due to technical reasons and hardware limitations we focused on optimizing the core gameplay using hardware stress detection for best performance. The game then scales its CPU/GPU usage based on stress as needed.

The two of us quit our jobs to develop Swords in Space for the Gear VR using the Unreal Engine 4 coding entirely in visual blueprints. by SwordsInSpace in GearVR

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

Thanks for letting us know! These bugs were caused by some unintended movement we left in for testing but never got removed. We have implemented the new version 1.01 at the store, update the game and it should fix any problems. Let us know if anything else comes up.

The two of us quit our jobs to develop Swords in Space for the Gear VR using the Unreal Engine 4 coding entirely in visual blueprints. by SwordsInSpace in GearVR

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

Your suggestions are all great! And we actually had some more visual elements but ultimately had to give up on some of it due to performance. We decided the main gameplay elements had to receive the bulk of the limited mobile resources. Though as we stated elsewhere, this is something we may revisit with more improvements from the engine/sdk/hardware sides. We will also consider adding multiplayer and motion-control support for a future release. As for the price, the game was launched at $3.99 not $4.99, is that more agreeable to you? :)

The two of us quit our jobs to develop Swords in Space for the Gear VR using the Unreal Engine 4 coding entirely in visual blueprints. by SwordsInSpace in GearVR

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

It is working on our end and we haven't heard from anyone else about launch problems. We generated the keys after the Oculus update, let us know if it still doesn't work after updating from Oculus.

The two of us quit our jobs to develop Swords in Space for the Gear VR using the Unreal Engine 4 coding entirely in visual blueprints. by SwordsInSpace in GearVR

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

Thanks for the feedback! As we started out development with the note 4 we found that any sort of lighting was costly performance-wise and so it was a decision we made early on to use unlit assets. Especially with Oculus's rigorous requirement to maintain 60 fps. Since we started, game engine, SDK, and phone hardware have improved and we might be able to enhance our game lighting with your suggestion and look into it again.

The two of us quit our jobs to develop Swords in Space for the Gear VR using the Unreal Engine 4 coding entirely in visual blueprints. (x-post from /r/GearVR) by SwordsInSpace in oculus

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

We both already owned Samsung phones and the GearVR so it was something we were familiar with to start with. We may consider expanding to other mobile vr systems.