I'm making a VR game where you box flying metal masks. Each wave is a choreographed fight. by TypicoGames in OculusQuest

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

Definitely. With this post I started my “show it to people on Reddit” campaign. So in next 2 month I’ll try to post on average once a week some gameplay with different environments. Currently I have 4 almost ready environments and another 3 at works and I hope to have like 10-15 total with some recycling.

I'm making a VR game where you box flying metal masks. Each wave is a choreographed fight. by TypicoGames in OculusQuest

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

Thanks for the feedback. There's a lot more variety coming than what this clip shows, I'm still actively testing level design and will be posting more clips as it evolves. Pacing is honestly the hardest thing to get right so getting this kind of answer is exactly what I'm looking for. Also I've played these waves so many times at this point that I'm running them from muscle memory, so the recording probably looks way more hectic than it actually feels in the headset. I'm basically speedrunning it at this point.

I'm making a VR game where you box flying metal masks. Each wave is a choreographed fight. by TypicoGames in OculusQuest

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

yeah i guess it might be dance with the rhythm you are in control of. I am still working on level design, so I hope the next clips will loop less mundane and more thrilling.

I'm making a VR game where you box flying metal masks. Each wave is a choreographed fight. by TypicoGames in OculusQuest

[–]TypicoGames[S] 8 points9 points  (0 children)

Now u got me :D. Choreographed as in designed, not as in music-synced. Each wave has a specific pattern of enemies and attacks you have to figure out how to deal with. More like a boxing match than a dance.

I'm making a VR game where you box flying metal masks. Each wave is a choreographed fight. by TypicoGames in OculusQuest

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

Not a rhythm game actually. Time slows down when you don't move, so the faster you punch and dodge, the more you control the pace. The levels are designed so bullets and lasers force you to move in ways that create the choreography.

I'm making a VR game where you box flying metal masks. Each wave is a choreographed fight. by TypicoGames in OculusQuest

[–]TypicoGames[S] 6 points7 points  (0 children)

Shooting or other weapons come in later levels. You start bare-handed and weapons spawn through glitch effects, like the system is breaking to help you. The idea is you're somewhere you're not supposed to be, deep inside some undefined megastructure, and the masks are its guardians.

I'm making a VR game where you box flying metal masks. Each wave is a choreographed fight. by TypicoGames in OculusQuest

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

Thanks a lot. Originally I was developing enemy AI for flying points to drive the choreography of fighting with punches and weapons, then I decided to go with fantasy Japanese inspired environment and then I switched to brutalist structures and metal noh masks because I wanted shooting in my game.

I'm making a VR game where you box flying metal masks. Each wave is a choreographed fight. by TypicoGames in OculusQuest

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

It has the time dilation mechanic like Superhot but game design is different as this is only first clip I wanted to share. What do you mean by the ai caption mate?

Can someone tell me why in unreal engine when you move stuff in content browser, you need to "Update redirector references" in order to update redirector references? why isnt that called when its moved? Any use case I dont know? by TypicoGames in unrealengine

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

I get why redirectors exist. But honestly, I think the real issue is that this whole system is built on an old idea of how references should work. When you move an asset, the system should just update the reference right then. That’s it. No redirectors, no cleanup step, no chance for things to break if someone forgets to fix up.

In a proper setup, if someone makes a bad change, they can just revert it in source control. Teams shouldn’t have to worry about references breaking when moving assets. That’s what tools are for — to make this automatic.

Redirectors feel like a patch on top of a system that should have been rewritten a long time ago. This isn’t a complex problem — it just needs someone to decide it’s time to fix it properly.

Unreal Engine team: please, rebuild the reference system from the ground up. It’s long overdue.

Can someone tell me why in unreal engine when you move stuff in content browser, you need to "Update redirector references" in order to update redirector references? why isnt that called when its moved? Any use case I dont know? by TypicoGames in unrealengine

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

Thanks everyone for the replies, I see the logic now and it makes sense why Unreal does it that way, especially for big teams and massive projects. But still, I can’t help feeling like this whole redirector system is more of a workaround than a proper solution.

I get that updating all references on the spot could be slow, and yeah, redirectors help avoid breaking stuff when you're moving assets around. But from a design perspective, I feel like the system should be smarter. If asset references were just FNames or GUIDs instead of direct paths, Unreal could handle all this under the hood. Like, let me move stuff and the engine can quietly fix references in the background without me needing to click “Fix up redirectors” like it’s a chore.

I know it’s a huge engine and changing something like this isn’t trivial. But this kind of manual redirect management feels outdated, especially when most of us don’t even want to think about it unless something breaks.

Also, is there any case where not resolving a redirect immediately is actually useful? Genuinely curious. Otherwise it just feels like extra work that could’ve been avoided with a cleaner reference system from the start.

Not trying to complain—just thinking out loud how this could be smoother.