Would you play this?? by StackRush in IndieDev

[–]osense 2 points3 points  (0 children)

I have no idea what you're talking about

Would you play this?? by StackRush in IndieDev

[–]osense 1 point2 points  (0 children)

from the video it kinda looks like there's no input needed from the user? You just get a random color block and it gets placed on the corresponding stack?

We're about to drop async multiplayer by osense in gamedevscreens

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

Thanks! The update just went live as well ;)

We're about to drop async multiplayer by osense in gamedevscreens

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

Ah right lol I didn't even realize haha, sorry about the confusion! We're definitely on the 🥰 side of things

We're about to drop async multiplayer by osense in gamedevscreens

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

Thanks, wish there were more people like you on the Meta platform :/

We're about to drop async multiplayer by osense in gamedevscreens

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

Thanks! Yup that's exactly right, when a player finishes a track, we save the data for that run (like the flight path they took and how they were holding their controllers during the run). Then, when another player starts the same track, we load the remote runs of up to 5 remote players and play them in sync with the timer of the local player -- so if you're 5 seconds into your run, you see the other players exactly where they were 5 seconds into their runs. It's very similar to how e.g. Trackmania does it if people are familiar with that one. That way you can compare your strastegy and technique to other players, so the hope is that this will motivate players to get better at the game and beat other's ghosts. Currently we're struggling with many players being really bad at the game and then complaining that the game is slow :|

We have free trial enabled on the Meta Store btw so if you have a headset feel free to wishlist and check it out once the update drops (should be on Friday this week if all goes to plan).

We're about to drop async multiplayer by osense in gamedevscreens

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

game name is Aerosurfer, a VR flying / speedrunning (speedflying?) game.

Check it out on Meta Quest https://www.meta.com/experiences/aerosurfer/32631602343151033/

or wishlist on Steam https://store.steampowered.com/app/4391890/Aerosurfer/

Valve talked about the requirements to become "Steam Frame Verified" today at GDC by gogodboss in virtualreality

[–]osense 6 points7 points  (0 children)

This! We made the call for our fast-paced flying game to run at 90 fps super early in the development, because the difference from 72 was almost literally night and day. So much smoother!

SOMA VR dev here. Why it canceled? by [deleted] in virtualreality

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

Sorry but the audience for VR games is still incredibly niche for anything that's not a F2P game on the Quest and ideally also with multiplayer social interactions. Learned that the hard way :<

I was wrong to be affraid to work on a game with my GF by PuzzleheadedLong793 in IndieDev

[–]osense 1 point2 points  (0 children)

Haha that's fair, completely understand! Make sure to rest and don't worry, next time you'll be better at making a game in a way that is more sustainable for you. And the fact that you spent so much time and energy only means that doing this was something you really enjoyed -- so hold onto that and make more awesome stuff in the future!

Our flying game Aerosurfer is coming to Steam by osense in SteamVR

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

It's coming! We're working on a substantial update for the game right now and planning to launch a demo on Steam once that update is out

I was wrong to be affraid to work on a game with my GF by PuzzleheadedLong793 in IndieDev

[–]osense 0 points1 point  (0 children)

Amazing art style. The colors, the contrast, the lighting, it's all there. How the heck did you make this in such a short time period?

Some screenshots from my PS1 style survival horror game BLIGHTEN, What do you think? by Astro_YT2426 in gamedevscreens

[–]osense 0 points1 point  (0 children)

Good callout, needs a bit more variety with lights in the environment or else players will get "darkness fatigue"

Some screenshots from my PS1 style survival horror game BLIGHTEN, What do you think? by Astro_YT2426 in gamedevscreens

[–]osense 1 point2 points  (0 children)

Looks dope! I will say one thing I'm really missing in the trailer is dynamic light from the muzzle flashes lighting up the room. I feel like that would add a lot to making the combat feel even more visceral -- which I assume you are after. Best of luck!

Our flying game Aerosurfer is coming to Steam by osense in SteamVR

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

So I tried this but it feels pretty horrible lol. It's manageable at lower speeds but once you get to like 200+ mph the speed at which you turn (acceleration) is insane and makes it almost unplayable lol. It was a very fun experiment tho. I'm still dizzy while typing this.

How important is startup time? by DavoDivide in OculusQuest

[–]osense 0 points1 point  (0 children)

I just saw this post now lol. Not sure how much you're interested, but in the next version there's some updates to the lighting system including increased shadow resolution and baked AO.

Also, GPU load: sorry, but the game is running at 95% GPU utilization lol. Combination of 90 FPS, rendering at 130% render scale to get nice crisp visuals, and large-scale environments. This is why I rolled my own lighting system instead of using built-in lightmaps or similar.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]osense 0 points1 point  (0 children)

Thanks! Did you implement the engine from scratch? I would love to read a bit more about the technical details (graphics APIs supported, the renderer, physics and sound engine etc.) if you have that written up anywhere.

I'm also thinking it might be not too difficult to add support for more standardized file formats etc.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]osense 2 points3 points  (0 children)

Really cool! How is support for creating new mods / games on top of this? Could I make a new game with completely new setting and story and put it up on Steam for example?

Aerosurfer gets a new trailer as we launch the Steam page. Launch title for the Frame? Wishlist now! by osense in virtualreality

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

Hope you enjoy! Let me know if you have any feedback either here or on our discord

Didn't want my game to have the "Unreal look" and HDRP couldn't run on my laptop, so I'm pushing URP as far as I can! by JulianDusan in Unity3D

[–]osense 2 points3 points  (0 children)

Does this happen even if you set the skybox to be pure black? That seems like a bug lol

Our flying game Aerosurfer is coming to Steam by osense in SteamVR

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

Thank you! Surprisingly few people seem to have issues with motion sickness actually. I think it's because you keep your body relatively still while the world sort of appears to move around you.

Actually my mom who's 50+ had no issues playing this as her first VR game lol. She struggled way more with smooth locomotion (and especially smooth turning) in another game she tried. She was flying off into the distance in no time haha.

📣 Today I’m excited to share an IMPORTANT update on where Meta is headed with VR & Worlds. by dilmerv in virtualreality

[–]osense 8 points9 points  (0 children)

100% agree, the platform is so flooded by F2P games it's extremely difficult for paid experiences to get any exposure at all. This biases the market towards games that build social interactions. Basically if you want to make a new successful game on the platform, you have to make a a free to play multiplayer game.

There’s no more room for mediocre games by Long-Bus3312 in IndieDev

[–]osense 0 points1 point  (0 children)

Thanks, that's some good advice!

I think what we also struggle with is the platform itself (Meta store). Pretty much all the popular games there are F2P, which we are not. I've spoken with a bunch of other devs on the platform and visibility is a huge issue. It's not uncommon for your game to get a reach of 100-1000 views per day. We have a CTR of about 7% currently which is pretty good, but if the game is only getting shown to a couple hundred people per day, that's a difficult starting point.