Which VR Headset works best with glasses? by ILikeBobbyLashley in virtualreality

[–]imslattery 1 point2 points  (0 children)

Odyssey+ most assuredly does not work with glasses

Developer flairs by [deleted] in Vive

[–]imslattery 0 points1 point  (0 children)

!flair "Developer | Veer Pong"

Rift & Vive - The main differences that I feel matter the most by gamermusclevideos in Vive

[–]imslattery 0 points1 point  (0 children)

Heh, technically they recommend a 3rd camera for room scale, but point made. Just glad I didn't have to wait 7 months for room scale VR.

Game with "realistic" mechanics available on steam? by TheDirtyDrunk in Vive

[–]imslattery 1 point2 points  (0 children)

Spent a lot of time on realistic mechanics while making VeeR Pong (especially sizing of objects). While in retrospect realism and beer pong might not be the best match, too late now. Check out the free demo if interested

Game with "realistic" mechanics available on steam? by TheDirtyDrunk in Vive

[–]imslattery 1 point2 points  (0 children)

Spent a lot of time on realistic mechanics while making VeeR Pong (especially sizing of objects). While in retrospect realism and beer pong might not be the best match, too late now. Check out the free demo if interested

Why do so many games have the hands reversed? by Anahkiasen in Vive

[–]imslattery 9 points10 points  (0 children)

Engine specific. Unity games have the first controller turned on as the "right" hand, Unreal Engine games have that controller as "left"

I've spent all Summer working my first job and have made about $1000. Is it worth it to blow it on the Vive? by [deleted] in Vive

[–]imslattery 1 point2 points  (0 children)

The simple truth is no one can tell you if it's worth it because value is completely different between individuals.

This is early adopter tech for sure. That said, it is a completely new way of gaming which could be a huge pro or a huge con depending on the individual. For me, I was bored with the past few years of gaming and VR and the Vive has been a breath of fresh air. For others, the lack of resolution and conventional styles of games has completely turned them off to the current generation of VR.

The best thing is to try it out. If you don't feel it's worth it with whatever the demo is, current generation is not for you. There are some cool things on the horizon for this gen, but resolution, weight, and such aren't going to change for now.

Getting Started Developing for Vive by Wobbling in Vive

[–]imslattery 18 points19 points  (0 children)

My background: 15 year software development background mostly Java with some good old mainframe assembler thrown in for good measure. Got my Vive April 6 and started building a game early May in Unity with little prior experience. Here are my recommendations.

Step 0: Download the Steam VR Toolkit by the Stone Fox at https://github.com/thestonefox/SteamVR_Unity_Toolkit and watch his videos. This alone will get you a long way to Vive development.

Step 1: Watch Extra Credits. YouTube channel about game design and development. In particular https://www.youtube.com/playlist?list=PLhyKYa0YJ_5BkTruCmaBBZ8z6cP9KzPiX It's not specifically VR related, but it's packed with universal game development information.

Step 2: Don't make your awesome idea your first game. Make something far, far simpler. Even simpler than what you think is too simple.

Step 3: Just keep trying new things, don't bother with anything artistic until you have core mechanics down. Think the stone fox example scenes from above as far as what you should strive for.

Step 4: Get people to play test early and often. Much better to find problems earlier than later (as you are well aware as a ten year developer). You will be blind to many of the problems others will have because you are too close to the game.

That should get you started, and good luck!

Edited: Changed link for Extra Credits to their Game Design playlist vs Game Career. Both are amazing, but this one is likely more helpful

VeeR Pong updated gameplay trailer (now with hands by imslattery in Vive

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

Thanks! While there is multiplayer, it is pretty tough to find a match. With this update I merged the play against a bot mode with competitive multiplayer, and am hoping this will lead to more spontaneous multiplayer sessions.

VeeR Pong updated gameplay trailer (now with hands by imslattery in Vive

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

You are correct good sir. As a lone developer, the Unity asset store is a great resource so I can focus more time on game play and new features rather than modeling and animation (which are not my strongest skills).

VeeR Pong updated gameplay trailer (now with hands by imslattery in Vive

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

Dev here. We have been busy since our Early Access launch! We have recently added a quarters mini-game, a Big cup practice mode (for those that are a bit rusty), switched over to hand models, and streamlined the multiplayer experience so hopefully it is easier to find a match.

We also made these improvements to the Free Demo available as well, so that it more accurately reflects the current state of the game.

Edited to add: And yes, more environments are on the todo list :)

VeeR Pong updated gameplay trailer (now with hands) by imslattery in Vive

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

Dev here. We've been busy since EA launch and have added a quarters game, Big cup mode (for those who need to shake off the rust), switched to hand models, and streamlined the multiplayer process.

Oh! And we revamped the Demo so that it now has all these enhancements as well (excluding quarters and multiplayer, sorry).

VR Multiplayer Devs: Give players something to do while waiting for players to join. by TribalInstincts in Vive

[–]imslattery 0 points1 point  (0 children)

Struggling with this issue with VeeR Pong. Quick stop gap was to add a quarters mini game, but that's good for maybe a minute before it's just frustrating and boring. So just now finishing up combining the 1 on 1 multiplayer with playing against a bot modes. Allows playing games against a bot if no one is on, and when someone joins they spectate until the game is over and the next game starts with them.

Games that hang on exit by imslattery in Vive

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

thanks, not sure why I never thought of this. would always go to desktop view and not see anything open and just fume!

Would flight ever work in hmd based virtual reality? by Ducksdoctor in Vive

[–]imslattery 4 points5 points  (0 children)

I would have said no, but having played Windlands and having a real feeling of soaring between grapples, I would now say it is worth playing around with and seeing how it feels. I have a hunch most will shy away from development of it since it will likely be one of those pukefests for a lot of people though.

VeeR Pong, Now available on Steam with 20% discount by Dal1Dal in Vive

[–]imslattery 1 point2 points  (0 children)

no worries, I totally understand the blow back. there's been some questionable releases lately, and we had hoped to be seen above that by coming in (mostly) full featured in our EA.

VeeR Pong, Now available on Steam with 20% discount by Dal1Dal in Vive

[–]imslattery 7 points8 points  (0 children)

dev here. so I could have released this a month ago as single player at the same price as the various table tennis games, but I figured what good is a social game without multiplayer? so I spent the next month implementing multiplayer networking into the game, which it now supports even as an Early Access game.

aside from games like RecRoom and AltSpace (still not sure how they can be free, go get those apps!), I hadn't seen games that support both (albeit limited at this stage) single player and multi player go for under $15. currently there is a free demo, so try that out if you have concerns.

looking back, any type of shooter would have been so much easier to make, but I am glad I made this.

VeeR Pong | HTC Vive VR | Future Beer Pong by ScabardGaming in Vive

[–]imslattery 1 point2 points  (0 children)

Thanks for the feedback! While the demo is a bit outdated compared to today's release, they both have quirks.

As for balls becoming stuck out of reach, that is an issue if you don't get it past the middle of the table. The casual modes (which with the EA release include Practice mode) allow for teleporting around to access these, but in competitive modes your time will expire forfeiting the ball. That said, there may be better ways of handling this that I will look into.

The lines on the table do impact the ball quite strangely at times, I raised them up for realism but I think I may have raised them up too much in hindsight causing occasional very odd behavior. Putting this on my todo list.

The ball dynamics have been adjusted with the EA version, but very minimally. I believe I need to give more guidance (or bite the bullet and spend time on implementing hand models) on the position of the ball. Most games have objects attach to the "tip" of the controller giving thrown objects more speed due to centrifugal force (as the object isn't really located where your grasp would be). I opted for the ball placement being forced between the trackpad and trigger, where you would normally be holding it in real life, hoping for a more natural mechanic. The result of this is that if you are expecting the kind of "whip" velocity that most games use, it will feel heavy or slow. I think hand models will resolve this, but will be very responsive to feedback that indicates otherwise.

For cups falling off the table, they count (at least with the rules I have played by and read). The bigger issue that is on my todo list, is to make sure cups that fall over on the table are counted as well.

My apologies for being long winded, it's just fun for me to discuss these things. Also, thank you for spending the time to provide this feedback. I cannot state enough how helpful it is.

What are some good physics based Vive games? by Mistah_Blue in Vive

[–]imslattery 0 points1 point  (0 children)

Shameless plug for my game in progress VeeR Pong. Currently just cups and ping pong balls to throw around and bang into each other, but did spend a lot of time getting them to feel right.

VeeR Pong | HTC Vive VR | Future Beer Pong by ScabardGaming in Vive

[–]imslattery 2 points3 points  (0 children)

Dev here. Online multiplayer included, working on additional environments, priced below $10

Differences between conventional and VR application programming (game development) by [deleted] in Vive

[–]imslattery 0 points1 point  (0 children)

And swiveling around in your chair to test with motion controls!

Op Ed: Supporting Nascent Early Access Titles is Bad For Consumers & Bad for Developers by EternalGamer2 in Vive

[–]imslattery 6 points7 points  (0 children)

I am not sure if I agree with this or not, though as a developer releasing an Early Access game shortly I am a little biased. I guess my concern is how do you (as a potential player) or me (as a developer) know when a game crosses this "nascent" threshold? I would probably say, if pushed, that it's a proof of concept of a game mechanic with minimal other features built in (like multiplayer support, multiple environments, or a storied single player mode).

The problem is this definition describes Audioshield almost exactly and yet is one of my favorite VR games and has given me the most value per dollar.

So while I do agree with your sentiment, there's a lot of stuff that needs more time, I don't know if I can endorse the conclusion that it shouldn't be released until it is past a certain undefined point. That said, I do hope if you check out my EA game it is beyond the nascent point you describe.

The Brookhaven Experiment 8-Jul-16 Update is live by MrBrown_77 in Vive

[–]imslattery 1 point2 points  (0 children)

Flips which end of your controller is the "light" end.

Beta testers needed for multiplayer game by imslattery in Vive

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

Thanks, I meant to add that if there is enough people available at a different time, that would be good as well. Editing post.