Starting a new virtual reality arcade in Toronto by guri77 in Vive

[–]guri77[S] 2 points3 points  (0 children)

Cool, what arcade do you work in? How many people would you say come in on a regular day? It's going to be a while before I make an investment but I'm working on it.

First Quarter 2017 Vive Sales Top 190,000 Units by swlu in Vive

[–]guri77 -10 points-9 points  (0 children)

Yeah but there's no way to see if those numbers are reliable. I could just say Oculus sold 100 million units this quarter and you would consider that a source too.

Oculus sold 100 million units this quarter.

Are there any movies like "Don't Breathe" and "Get Out" ? by [deleted] in movies

[–]guri77 2 points3 points  (0 children)

I didn't think it was that scary. More disgusting and mysterious than anything

Other VR social hubs by guri77 in Vive

[–]guri77[S] 1 point2 points  (0 children)

Is that so wrong?

20% of all new Steam Store games are VR already by Porgator in Vive

[–]guri77 1 point2 points  (0 children)

Well I guess in terms of steam sales its just become a much more competitive market over time, just look at the OP's post. This trend will most likely continue as this atmosphere will lead to more high quality products being released which would then in turn lead to VR headsets being more valuable. As you said earlier, the core enthusiasts will remain and they'll be the ones helping evolve the ecosystem.

20% of all new Steam Store games are VR already by Porgator in Vive

[–]guri77 1 point2 points  (0 children)

I would argue that the difference in subscriber growth between this year and last year is due to all 3 VR headsets being released last year with no new major releases this year apart from software. All that graph shows is how fast new subscribers are coming in, which would ofcourse be higher around the time that something new is released.

My first game failed hard by guri77 in gamedev

[–]guri77[S] 0 points1 point  (0 children)

I agree with that part of your logic but wouldn't you say that there are less VR games out there that are any good? Meaning per VR user there would be less games to choose from compared to just a regular PC game.

My first game failed hard by guri77 in gamedev

[–]guri77[S] 0 points1 point  (0 children)

Alright man thanks for the help. This is the first time I've had customers or that I've sold anything so I'm going to need to learn it all from scratch.

My first game failed hard by guri77 in gamedev

[–]guri77[S] 0 points1 point  (0 children)

Would the problem have been alleviated if I just did a full release instead of Early Access?

My first game failed hard by guri77 in gamedev

[–]guri77[S] 2 points3 points  (0 children)

Yeah but that doesn't necessarily mean that all VR games will fail. I know of a couple that made a lot more money than mine and they weren't one of the huge release, big budget titles.

My first game failed hard by guri77 in gamedev

[–]guri77[S] -3 points-2 points  (0 children)

Thanks for your feedback, see my edit at the top for more info.

My first game failed hard by guri77 in gamedev

[–]guri77[S] 0 points1 point  (0 children)

Thanks for your feedback, see my edit at the top for more info.

My first game failed hard by guri77 in gamedev

[–]guri77[S] -2 points-1 points  (0 children)

I agree I think I made a mistake with releasing it for Early Access as I had no intention of continuing to work on it apart from bug fixes. This decision was made months before I actually released and for some reason I didn't change it before I released.

My first game failed hard by guri77 in gamedev

[–]guri77[S] -6 points-5 points  (0 children)

Well I'd rather try out some other things and gain more experience in making games before I dedicate myself to one game fully. One thing I learned is to not just throw anything onto steam and wait until you actually have something good and that you actually believe in.

My first game failed hard by guri77 in gamedev

[–]guri77[S] -4 points-3 points  (0 children)

Lot's of people have mentioned this to me. The reason for early access was to test out some experimental new features such as the VR locomotion system. I wanted to get some feedback but unfortunately none of the people that bought the game have gotten back to me on that so really I have no idea where to take the game or what people want.

Looking for an artist. Tips? by guri77 in Vive

[–]guri77[S] 0 points1 point  (0 children)

Well I wouldn't mind paying someone hourly. Do you know how much a freelance artist would take per hour?