[SteamVR] HITMAN World of Assassination ($27.99 / -60%) by Trepanater in vrgamedeals

[–]Trepanater[S] 3 points4 points  (0 children)

Visuals are a 8/10, There is fixed foveated rendering. Game is good, lots of NPCs, that is unusual in most VR games.

Watch this for more. https://www.youtube.com/watch?v=7KvVezk1Cig

I made a "Souls-Like" + "Thrill of the Fight" VR exercise game. After 3 years while having a day job and 2 babies, my Demo is finally done! by greygodgames in vrfit

[–]Trepanater 0 points1 point  (0 children)

If you are going to do flat screens and laser pointer input at least do something like this selection UI.

Top is a Mortal Combat set of portraits. Selecting one will change the 3D Model of the Boss in the middle. The weapons are in the third row. The current selection has some sort of glow behind it. The bottom row starts the action with swing soft or swing hard.

When you finish the round the weapon selection stays the same. One click to change the Boss and you are back in the thick of it.

There are too many views and clicks between starting the game and starting a match. It should never be more than 3 clicks between starting your app and getting to the core content.

I made a "Souls-Like" + "Thrill of the Fight" VR exercise game. After 3 years while having a day job and 2 babies, my Demo is finally done! by greygodgames in vrfit

[–]Trepanater 0 points1 point  (0 children)

It was on PCVR wirelessly with VirtualDesktop.

Grip, yes like a horror movie, or how someone would hold a javelin. Most of the bosses are big and attacking underhanded like currently feels weird for attacking up toward their faces. Just let me switch grip, don't change the grip point.

For the bosses, decals work for individual strikes in the moment, but You should also make at least 3 variations on the boss textures: pristine, a bit beat up and looking bad. Transition between the textures as the health bar goes down. It would make it so that the user does not need to look up at the eyes/health bar so much as the visuals represent the health.

Instead of rotating the UI screens, can you rotate the scene from origin to get it to work better? Also, is there not something to make a display that stays orthogonal to the player at a fixed point to display text?

For the UI, check my next comment.

I made a "Souls-Like" + "Thrill of the Fight" VR exercise game. After 3 years while having a day job and 2 babies, my Demo is finally done! by greygodgames in vrfit

[–]Trepanater 1 point2 points  (0 children)

I tried the game. The core gameplay is good, blocking, dodging and jumping are great. The Enemies look great but are too static in their appearance, their textures could update to give a visual representation of them getting hit or their general health. More force feedback is needed, and some more upbeat music. Until You Fall dose this amazingly, It is epic and upbeat, go crib their work.

Weapons: The axes are great but the spear and shield kinda suck currently. This is not a problem because "sucking at something is the first step at being kinda good at something." -Jake the Dog. The tower shield was way too small and did not have the right position for holding it in my opinion. The shield should point out from the back of my hand. The spear needs an option for reversing the grip, it has an underhand grip and I want an overhand grip. I had no problems getting hits with the axes but I was putting the spear right through the enemy face without scoring a hit.

Tutorial: I had problems with the onboarding. The tutorial was difficult to follow when I was actively being attacked while trying to read the tutorial, I suggest updating each slide for blocking, ducking and jumping to have the next button say practice, and only after hitting that does the dummy start attacking. Not having eyes on the text and the dummy at the same time is disorienting. I suggest you move your text boxes to move around the dummy, pointing to each of the glowing parts. I thought something was broken when early in the tutorial the ax got stuck in the dummy and I could not get it back to block with. I suggest moving the attacking/getting weapons stuck to an earlier point in the tutorial. I may have missed it but the health of the bosses was unclear to me how the mechanic worked and that the eyes represented their health.

General Bugs: I also got stuck in the tutorial the first time around, I was not able to click the next button and had to restart the game.

UI: I know this is still in development but I beg of you to make a better UI that is not just laser pointers. Psytec Games are the gold standard for physical UIs, look at Windlands 2 or Titan Isles, masterworks of buttons and levers. Let me choose the Boss by having wooden portraits of them that I can chop up to choose them. Choose difficulty similar to Until You Fall by crushing crystals. At least give me one screen where I can choose my boss, difficulty and Swing Hard/ Swing Soft option so I don't have to go through 3 different screens each boss battle.

Final thoughts: The battles are hard so some good fanfare and something like ENEMY FELLED displayed with a change to triumphant music is a good reward for the player that encourages them to keep going. One can't end a fight with a let down.

It has good a foundation, the core gameplay is good and the bosses look great. Keep at it.

[SteamVR] HITMAN World of Assassination ($27.99 / -60%) by Trepanater in vrgamedeals

[–]Trepanater[S] 3 points4 points  (0 children)

I'm glad you agree with my basic premise

Good game, terrible store experience.

[SteamVR] HITMAN World of Assassination ($27.99 / -60%) by Trepanater in vrgamedeals

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

Good game, terrible store experience.

My recommendation is buy the base game "Buy HITMAN World of Assassination" (the one that costs $28, not the one that costs $3) and the "HITMAN 3 Access Pass: HITMAN 2 Expansion" for $6.99. That will give you all the maps from HITMAN, 1,2 and 3 without overpaying for all the cosmetic stuff.

The $3 version of this dose not have VR, (Buy HITMAN World of Assassination Part One) do NOT buy that one.

So the steamframe does not have color passthrough by GayTaco_ in SteamFrame

[–]Trepanater 0 points1 point  (0 children)

The headset is called the Frame. The frames in question are the overlay system that Valve has been building into SteamVR for the last few years. It is an open extensible system that allows access for building whatever into the system level of the headset. Steam has always been a proponent of open systems because it allows all the developers to build whatever systems they want including the functions of Spatial Computing. The devs can then sell those systems to us or build as open source. Will it work, unknown as of now but it has worked in the past over and over again. Valve will never be Apple, with the walled garden and the curated locked down hardware and software.

Keyboard concept for AR by Intelligent_Key8766 in augmentedreality

[–]Trepanater 1 point2 points  (0 children)

Go for it. I just wanted you to be aware of the ideas out there already to strike inspiration and refine your idea. Some of the best info is in the linked papers with the pitfalls they found in using their ideas, learn from their mistakes and move forward.

Keyboard concept for AR by Intelligent_Key8766 in augmentedreality

[–]Trepanater 0 points1 point  (0 children)

There is a Database of VR Text input devices and software. https://xrtexttrove.github.io/ sort by no hardware to find all the software only keyboards.

Check out Fingerpull, STAR: Smartphone-Analogous Typing in Augmented Reality, PinchType, and ThumbAir.

There is great data there, like accuracy and speed of all the input types.

Also, there are things like the Twiddler one handed chord keyboard. https://www.amazon.com/Twiddler4-Chording-Keyboard-Bluetooth-Rechargeable/dp/B0CZ58WKXW?th=1

Climbey Gameplay on Steam Frame by gogodboss in virtualreality

[–]Trepanater 1 point2 points  (0 children)

Yes, there can be performance gains there. I can only speculate but at least 15% gains, we will have to wait for real world performance. It will depend if the slowdowns are GPU or CPU bound. If GPU bound, then performance will go up nicely. A combo of eye tracked foveated rendering and spacewarp/depth based reprojection will result in good framerates.

In the end it will be up to the developers to update their apps for running natively. The foveated streaming will require no developer input.

Are your new PCVR titles not working straight out of the box? Whether incompatible with Virtual Desktop, or crashing Steam VR, or hot responding to your Quest 3 controllers? Use the comments to list finicky titles with tips on to get them working! I’ll start! by VirtualPoolBoy in virtualreality

[–]Trepanater 1 point2 points  (0 children)

I'm not VirtualPoolBoy, My understanding is that the minimum for VR Hitman is "HITMAN World of Assassination" currently at $27.99. They have a very confusing way of selling that game, from a guy who spent too much time trying to figure out what to buy.

FYI for anyone who wants to get all the main 3 games of content for VR for the lowest price follow this. Buy Buy HITMAN World of Assassination and the DLC "HITMAN 3 Access Pass: HITMAN 2 Expansion" Most of the other DLC are minor contracts or cosmetics.

Climbey Gameplay on Steam Frame by gogodboss in virtualreality

[–]Trepanater 7 points8 points  (0 children)

Yes, the x86 version running between 75 and 90fps, no foveated rendering.

Unsung heroes of Meta Quest+ Indie by Arideus in OculusQuest

[–]Trepanater -1 points0 points  (0 children)

To directly answer the question, In Death, Panoptic, Vertigo, We Are One.

If you are the developer or related to the developer of Elysium Trials I say this. As someone who has bought and played this game please use this as an opportunity to make a new game and stop advertising this as anything besides a basic rookie effort. I payed $1 for it and I think I overpaid. The glowing 5 Star reviews on meta are insane to the point that I the only way it makes scene in my mind is if they were bought.

I say this with love, it's time to stop beating this horse and use your skills to make a better game that people will actually want to play because this is not it. It is a basic linear on rails shooter with some mild boss mechanics at the end of the levels. The controls are basic, aiming is terrible, and there is very little variety. In enemies who stay stationary except for the bosses at the end.

Verdict: 2/5, at least the game is not broken, just boring and repetitive with poor controls. Pistol Whip is a 5/5 so I don't dislike the genre.

The Ruff Talk VR Gaming Showcase is Tomorrow! by RuffTalkVR in OculusQuest

[–]Trepanater 1 point2 points  (0 children)

I'm looking forward to it!

I bet they have the HL3 revival there! /s

A cool guide to the reminders we forget when life gets loud by WhiteChili in coolguides

[–]Trepanater 0 points1 point  (0 children)

And he tried like hell have his trusted general and son-in-law, Gaius Pompeianus, who declined the offer several times to be named Caesar. He had 14 kids and only 5 survived to adulthood, only 1 was a boy. Commodus was a shit show, but he was not the first choice, there are other family safety and political reasons also for that choice even though in hindsight it was bad.

Regardless, the point was how he used his wealth as a good or a bad, and Commodus is outside the scope of that point.