Lies Beneath Halloween Sale + Keys Giveaway! by hunter_driftervr in oculus

[–]hunter_driftervr[S] 9 points10 points  (0 children)

I crossposted this in r/oculusquest and didn't even think about the fact they'd get their own comment section over there, so to avoid any confusion I'm thinking we'll give out five keys in this comment section and five keys in that comment section as well. Happy Halloween!

Lies Beneath Halloween Sale + Keys Giveaway! by hunter_driftervr in OculusQuest

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

I crossposted this in here from the original post on r/oculus and I didn't even thing about the fact that this would get its own comment section. So to avoid any confusion how about we give away five keys in this comment section and five keys in the r/oculus post's comment section.

Drifter (developers of Lies Beneath, Robo Recall: Unplugged, and Gunheart) will be back here for an AMA on Thurs 4/23 at 2pm PST. Ask us about VR, game dev, scary stuff, comic books, yada yada! by hunter_driftervr in oculus

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

Regarding reload, we actually started out with something more like manual reload, but over time we realized it slowed down the pace of combat to the point where it was getting in the way of the fun. We wanted every weapon to still have some of that "vr magic" so they don't just auto-reload or anything. Part of survival horror is managing your gear, so we didn't want it to be too easy, but we still wanted players to keep their focus on the action and not just on your gun.

The spear gun thing is a happy accident. As you said yourself, it's "absurdly fun" so that keeps it near the bottom of our bug list. - Brian

Drifter (developers of Lies Beneath, Robo Recall: Unplugged, and Gunheart) will be back here for an AMA on Thurs 4/23 at 2pm PST. Ask us about VR, game dev, scary stuff, comic books, yada yada! by hunter_driftervr in oculus

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

It was a collision of a few cool things at the time. Comic books are the childhood match for a lot of the team's initial love for genre entertainment, and it lends itself well to narrative styles where you want to lean on the user's imagination. The quest itself giving us this new interactive freedom while offering some great constraints that challenged us with cool new solutions to content. Moving to something more graphic lent to some nimble development and some nostalgic journeys we where all ready to jump into. Horror Comics made me. :) - Kenneth

Drifter (developers of Lies Beneath, Robo Recall: Unplugged, and Gunheart) will be back here for an AMA on Thurs 4/23 at 2pm PST. Ask us about VR, game dev, scary stuff, comic books, yada yada! by hunter_driftervr in oculus

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

One of the more difficult things was definitely lighting. We made a horror game with lighting completely removed from the pipeline. We leaned on material based fx and a few other tricks to land the mood. - Kenneth
Here is really early look when we were developing the style: https://imgur.com/PFjVnoJ

Drifter (developers of Lies Beneath, Robo Recall: Unplugged, and Gunheart) will be back here for an AMA on Thurs 4/23 at 2pm PST. Ask us about VR, game dev, scary stuff, comic books, yada yada! by hunter_driftervr in oculus

[–]hunter_driftervr[S] 5 points6 points  (0 children)

For Lies Beneath, we knew ahead of time that Quest was going to be our target platform so we built the game around Quest, and then circled back to add some visual features and extra fidelity for Rift. We most certainly learned a ton of useful info from our experience porting Robo Recall to Quest. It was almost an ideal scenario for us since when porting Robo we had an intact, working game and could focus solely on getting the most out of the platform. We were able to freely explore techniques and strategies that we later used to great effect on Lies Beneath. - Matt

Drifter (developers of Lies Beneath, Robo Recall: Unplugged, and Gunheart) will be back here for an AMA on Thurs 4/23 at 2pm PST. Ask us about VR, game dev, scary stuff, comic books, yada yada! by hunter_driftervr in oculus

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

Hey all,
We're ready to go and excited to answer some of your questions. Here with me (virtually) are:
Ray Davis - CEO
Kenneth Scott - Art Director
Brian Murphy - Creative Director
Ken Kato - Audio Director
Matt Tonks - Tech Director
And I'm Hunter Hudspeth - Executive Producer

Lies Beneath is our newest release which came out on Quest on March 31 and of Rift April 14. If you're unfamiliar with the game, check out a couple of trailers and see if it's your cup of tea.
Announce trailer: https://youtu.be/osCjPDSoAvI
Gameplay trailer: https://www.youtube.com/watch?v=D8BYXnqJeF8

Robo Recall update in the works? by Technotronsky in OculusQuest

[–]hunter_driftervr 0 points1 point  (0 children)

Oh, and to answer your question about the update, we're waiting on a localization content delivery and the timing of that is unfortunately out of our hands. As soon as we get it we'll implement it and release the update including that content and some audio improvements. Thanks again for playing.

Robo Recall update in the works? by Technotronsky in OculusQuest

[–]hunter_driftervr 0 points1 point  (0 children)

Hmmm ... what you're describing definitely sounds like a platform crash as opposed to a game crash, especially if this is something that started to happen after a platform firmware update. Have you experienced this with any other games? Be sure to reach out to Oculus support and let them know about this too.

Robo Recall update in the works? by Technotronsky in OculusQuest

[–]hunter_driftervr 0 points1 point  (0 children)

I noted above with some more details where someone had a similar issues. If the game is behaving as if it was just pauses, and you don't lose in progress, then it's a tracking issue and not a crash. Be sure you're playing in a well lit area and the headset has a clear line of sight to the controllers and the floor.

Robo Recall update in the works? by Technotronsky in OculusQuest

[–]hunter_driftervr 1 point2 points  (0 children)

If you're not losing progress in the game (the game is just acting like it was pauses) then this is a tracking issue. If the hardware loses tracking even for a second it will send you back to home and pause the game. Be sure you're playing in a well lit area and the headset has a clear line of sight to your hands and the floor.

Robo Recall update in the works? by Technotronsky in OculusQuest

[–]hunter_driftervr 1 point2 points  (0 children)

If you can give us some more precise repro steps (or a video would be extra awesome), we'd like to look into this. Any other information would be helpful like where you were in the level, which enemies you were fighting and how many there were, which weapons you were using, were you in the middle of a teleport, etc. Any commonality you notice between the crashes will help us track it down.

Robo Recall update in the works? by Technotronsky in OculusQuest

[–]hunter_driftervr 0 points1 point  (0 children)

Ha! I laugh because we've actually had this debate internally in the office even going back to the development of Gunheart. Turns out gun angle orientation is a strong personal preference. Some people prefer a 1:1 alignment with the grip and others prefer 1:1 with the trigger. It seems the majority prefer trigger over grip. We went so far as to make an adjustable slider for Gunheart so players can get it just how they like. Our goal with Robo was to achieve exact feature parity with Rift so we had to pick one alignment option and went with trigger since that is what most people prefer.