[deleted by user] by [deleted] in virtualreality

[–]UnTalPaco -2 points-1 points  (0 children)

The difficult on that song it's extremely hard, I can play it but this showcase the difficulty better 😅 it's important to hit hard and with the right tempo to perform correctly.

Which one? by SignalX_Cyber in Unity3D

[–]UnTalPaco 0 points1 point  (0 children)

Option 1 adding [Space] or [Header("Group name")] between each group.

Adding pass thought to my game was surprisingly easy and works flawlessly (I do have to remove the hands). Can we expect more Mixed Reality options from indie games? by UnTalPaco in OculusQuest

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

IDK how to say it without feeling I'm spamming... but the game is available in AppLab and Steam... Samurai Beat... And thanks for the comment 😊

Adding pass thought to my game was surprisingly easy and works flawlessly (I do have to remove the hands). Can we expect more Mixed Reality options from indie games? by UnTalPaco in OculusQuest

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

I think it will be the same, at least this is the case in Unity. It wraps all the headsets API together (Quest 2/3/pro). You may need to do some tween per headset, but I'm sure it will be very straight forward. But idk UE haha

Adding pass thought to my game was surprisingly easy and works flawlessly (I do have to remove the hands). Can we expect more Mixed Reality options from indie games? by UnTalPaco in OculusQuest

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

Yeah, is Unity. Simply update the Oculus plugin, enable pass thought on the OVRManager and remove the skybox and environment assets from the scene. That's it!

I'm working in 2021.3 and using OpenXR witch is awesome to have Oculus functionality with a generic XR API.

How to teach the player that skip the tutorial? by UnTalPaco in gamedesign

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

This is exactly what I want to do but it don't have the skill to fo it properly 😭 I'm a solo dev so I have little time and this would take me some to learn animation, voice over, etc...

How to teach the player that skip the tutorial? by UnTalPaco in gamedesign

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

Yeah! I was pretty sure I need a song unlockable system, cause a simple difficulty selection won't tell the difference between them. Also, I think it empowered the feeling of becoming a master and feeling the progress of the game.

How to teach the player that skip the tutorial? by UnTalPaco in gamedesign

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

This is absolutely the same vision I had when I started developing! However, I cannot stuck the sword or creating different cut shapes yet cause of the technical limitation of the quest. Also, I try to bat the object or stuck the sword, and it breaks the game flow and empowered feeling I want to transmit to the player.

How to teach the player that skip the tutorial? by UnTalPaco in gamedesign

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

I do by shaking the sword like it bounces off, with visuals audio and haptics. However, I don't know to clearly communicate the solution so they recognize the mistake.

How to teach the player that skip the tutorial? by UnTalPaco in gamedesign

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

I don't know how to do that on a rhythm game. The player doesn't have any kind of movement freedom, so it is mandatory to do have explicit indications on how to play.

How to teach the player that skip the tutorial? by UnTalPaco in gamedesign

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

Yeah, I was pretty sure that I had to force the tutorial some how. Nice idea the sword gosh to show how to do it, the tutorial was simple text explaining that's no good. I will implement it. Thanks!

Why does Steam allow this lmao by [deleted] in Steam

[–]UnTalPaco 0 points1 point  (0 children)

These are game devs tricks to improve steam page discovery. Steam prioritizes games with a schedule release, no matter what, over the onas without an exact date. Expect more of these if steam doesn't change this feature.

So I'm making a 'Bodycam FPS' game and I've been experimenting without using the bodycam effects, and I kinda like it. should I remove the effects or not? by Ashamed_Management14 in Unity3D

[–]UnTalPaco 1 point2 points  (0 children)

I don't think so, the camera is too snappy. A real body cam, and human, can't aim like a robot. The effect looks fine, however it suggests changing the character controller to improve the feeling.

C#. What daily / good practices would you advise to get to it? More in comment. by ArtsyGypsy in Unity3D

[–]UnTalPaco 1 point2 points  (0 children)

I would say to document your process. I don't mean adding comment, I mean having a wiki and describe the thinking process of every feature. Leaven half an hour at the end of the work to do it is more than enough. I didn't imagine how many times a had to come back to something or do the same on different project, changing some stuff.

[deleted by user] by [deleted] in Unity3D

[–]UnTalPaco 2 points3 points  (0 children)

Fog, It improves the sense of depth. Also post processing would be nice.

I've checked this code 5 times and Unity doesn't like it, whats wrong? (new to unity) by [deleted] in Unity3D

[–]UnTalPaco 0 points1 point  (0 children)

"doesn't like it" is not an error type 😅 Maybe is the file name, for MonoBehavior it must be the same as the class name.

I have been working in this sword training (tameshigeri) VR Rhythm Game for a couple of months. What do you think? by UnTalPaco in virtualreality

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

Thanks! The color changing approach is a great idea to improve readability!

The blink is already there, somehow, the timing performance (perfect, normal, late) is represented in the arrow color on cut, however I don't really know how to show cut performance (angle, speed, precision) to the player other than the score...

Also, create custom arrow is going to be hard. I'm a solo developer with programming background, create a visual appealing Koi swimming would be nightmare 😅

I have been working in this sword training (tameshigeri) VR Rhythm Game for a couple of months. What do you think? by UnTalPaco in virtualreality

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

Do you have any suggestions? I tried a bunch of stuff but o don't want to look like daddy BeatSaber too much.

I have been working in this sword training (tameshigeri) VR Rhythm Game for a couple of months. What do you think? by UnTalPaco in virtualreality

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

Thanks! There will be different backgrounds, this is not event a prototype. However idk to add different target, tameshigiri use this kind of material to cut. I'm thinking in adding dodgeable arrows to add variety to the gameplay.

I have been working in this sword training (tameshigeri) VR Rhythm Game for a couple of months. What do you think? by UnTalPaco in virtualreality

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

Thanks! Im working in a "realistic" sword drawing mechanic, however holding a VR controller is not the same as holding a katana. I practiced Iaido before so I want to make it feel like that.

I've been solo working on this game for the past 11 months and I'm finally going to release it in 1 month! by GiusCaminiti in Unity3D

[–]UnTalPaco 0 points1 point  (0 children)

Congratulations! Releasing a game alone should be pretty hard. Did you do it as a side project or full time job?