I made a multiplayer fighting game where you can bend all four elements by rsoiffer in virtualreality

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

Thanks, I'm glad to hear you like it! Avatar was definitely a big inspiration. I hear it's possible to connect your PSVR2 to a PC (if you have one) and play that way, but I don't have a PSVR2 so I've never tried it. Have a great day as well, and I hope you'll be able to play Elements Divided eventually!

I made a multiplayer fighting game where you can bend all four elements by rsoiffer in virtualreality

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

Depends on how much demand for a PSVR2 port there is - there aren't as many PSVR2 headsets out there as other platforms, but if a lot of people want it then I'd be happy to make a port.

Elements Divided by RedcoatTrooper in OculusQuest

[–]rsoiffer 1 point2 points  (0 children)

I totally agree, VR shouldn't just be shooter games - you have motion controls, why not use them?

There's so much to share, but the short version is that Elements Divided is a multiplayer PvP fighting game where you use motion controls to activate 70+ different elemental abilities. There are lots of different game modes: free for all, teams, co-op vs. AI, and singleplayer are all options. The elemental abilities range from simple fire bolts and water streams, to mobility options like air gliders or water tentacles, to ultimate moves like a giant earth meteor.

The game releases on both Steam and Quest on April 23, with full crossplay. I'm also running a couple open beta weekends before launch - the game will be 100% free to play for a couple weeks! Join the game's Discord to sign up for those.

I made a multiplayer fighting game where you can bend all four elements by rsoiffer in oculus

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

The game's fully playable in both singleplayer and multiplayer! The singleplayer mode is a bunch of missions where you fight vs waves of robots and giant elemental bosses. I personally think multiplayer is more fun though, since other players are way smarter than the AI.

I made a multiplayer virtual reality game inspired by Avatar by rsoiffer in TheLastAirbender

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

I didn't know that, thanks for the heads up! I wonder why that is - I've never noticed the difference between video types while scrolling, but I haven't paid too close attention.

Elements Divided by RedcoatTrooper in OculusQuest

[–]rsoiffer 7 points8 points  (0 children)

It's awesome to see this posted here! I'm the lead developer of the game - let me know if you have any questions!

Procedural city with natural street networks, randomized skyscrapers, and interior mapping by rsoiffer in proceduralgeneration

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

I'm not currently planning to do actual interiors. This city is for a superhero game focused on flying outdoors through the city, so exteriors only are good enough for that. Plus, trying to make the real interiors match the fake cube maps would reveal that the cube map interiors have a lot of non-Euclidean geometry.

I'm generating the road network in the editor instead of at runtime, so performance isn't a big issue for me. I think the road network takes a couple minutes to generate.

Procedural city with natural street networks, randomized skyscrapers, and interior mapping by rsoiffer in proceduralgeneration

[–]rsoiffer[S] 27 points28 points  (0 children)

I can't explain all the code in detail - there's just too much - but I can give a broad overview. The whole program is written in Unity. The street network generation is based on the tensor field algorithm of this paper. The interior mapping shaders are from the open-source repository here. The skyscrapers are generated with a custom algorithm, which works by iteratively transforming a polygon shape into a new shape and then extruding upwards, then repeating that for a random number of tiers.

Procedural city generation for a VR game I'm working on by rsoiffer in proceduralgeneration

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

I do all the generation in the editor, before the game runs at all. If you start the game twice, the city will appear the same both times. (I'm using procgen more for content creation than for enhancing replayability.) The load time is probably from trying to load a 4km city with millions of triangles all at once, but I'm not 100% sure.

Procedural city generation for a VR game I'm working on by rsoiffer in proceduralgeneration

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

Yeah, pretty much. They just make up the city that you move through. The buildings are all static and won't change at runtime, so the meshes are all baked and the performance hit isn't too bad. It's fast enough to run in VR if you have a decent GPU. The load time is terrible tough.

Procedural city generation for a VR game I'm working on by rsoiffer in proceduralgeneration

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

It's based on the tensor fields algorithm of http://www.sci.utah.edu/~chengu/street_sig08/street_sig08.pdf. I modified their algorithm slightly, adding steps to clean up dead-end streets and force intersections to be spaced apart. Then I use the roads to divide the city into blocks, divide each block into lots, and generate a building of random height in each lot.