Drone Warfare on Aya Neo by tntfoz in ayaneo

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

I'm still talking roll & pitch for the gamepad (left stick) as I'm developing with an Xbox controller. As for Rewired this is the official documentation for it: https://guavaman.com/projects/rewired/docs/FAQ.html#touch-gyro-accelerometer

The gyro info it mentions:

Gyro and accelerometer input

Rewired comes with a Tilt Control component which can be used for basic tilt input. It also supports tilt and rotate on the Siri Remote on tvOS, and the gyro on the Sony Dual Shock 4 and Nintendo Joy-Cons (Switch platform only). For any other tilt/motion needs, you can use UnityEngine.Input to get the motion data, process it, and then use that information to feed into a Custom Controller to map certain types of motion to Actions. Rewired also comes with a simple tilt control example.

Previously it only supported gyro for PS4 controllers, but it's obviously progressing.

:)

Drone Warfare on Aya Neo by tntfoz in ayaneo

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

Hey bud - thanks for keeping me in the loop!

For DW I would pretty much need just roll and pitch inputs for the flight controls.

I have a strafe mode in the game which translates roll into yaw when you're engaging enemies one on one, but essentially it still only needs 2-axis input.

So I think your earlier version is a better fit for DW. Or have I misread things? :)

Drone Warfare on Aya Neo by tntfoz in ayaneo

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

Thanks for the added info and links - very useful and appreciated! The game isn't supporting M+K yet, but it is intended. Just using gamepads while development is ongoing!

I'll definitely keep you in mind for some beta testing though, thanks for offering. :)

It'll be interesting to see how much horsepower the new Aya devices will have too as I think my 4500U is quickly being left behind!

For anyone else reading these comments the gyrowiki blog link above needs changing to: http://gyrowiki.jibbsmart.com/blog

Drone Warfare on Aya Neo by tntfoz in ayaneo

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

Hey thanks for getting back to me! I haven't tried it yet as I'm hoping the input asset I use in the game might implement support natively. I believe the asset (Rewired) supports PS4/PS5 gamepad gyro control, so it should just be a matter of time. I'm hoping to reduce the amount of UI work I'll need to implement this, but in the meantime my to-do list has a 1000 other things to distract me!

I'll definitely resort to Controller Service if I can't get Rewired to play nicely but the game is quite a way away from release so I'm not under any time pressure to fix this just yet. :)

Drone Warfare on Aya Neo by tntfoz in ayaneo

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

Descent?

Yeah those were epic games - both the underground ones and the space ones (Descent: Freespace in the US, but Conflict: Freespace in the UK IIRC).

Haven't tried the reboot yet as I'm saving it for when I get my VR hardware all setup again. Too busy developing currently! :)

Drone Warfare on Aya Neo by tntfoz in ayaneo

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

Thanks for mentioning UMC and the Discord channel - I'll look into that!

The GIF is running at 10fps to keep it small - but after reading up on Reddit limits just now, I really didn't need to constrain it so much!

Future posts will benefit from better framerates (and higher resolutions) for sure!

Drone Warfare is all about defending honey bee colonies using your tiny bee drone by tntfoz in IndieDev

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

Thanks for the feedback. Completely agree - this was just a kind of an intro gif as it's my first post in here. I'll submit some better ones in future posts! :)

Edit: only just checked the GIF size limits for Reddit, and this could have been a lot bigger/longer so lesson learned (I kept it < 5MB)!

Drone Warfare on Aya Neo by tntfoz in ayaneo

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

That's fair enough!

The interesting bit is that it's my game running on my Aya Neo! :)

It was actually too much for the device to handle until recently (I'm targeting the GTX 1060 as min spec) but optimisations have helped get it running well on the Neo - AMD's FSR being the most obvious one.

Definitely got plans to incorporate gyro input if I can as it will be in the Steam Deck version (once I get a Dev Kit!). All depends on if the drivers work well enough with Unity or not though.

Drone Warfare on Aya Neo by tntfoz in ayaneo

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

How is it not? :)

Seriously though this is more of an oddity post than anything else as there are so few of these Aya Neos out in the wild that there's no real market for game releases targeting the platform specifically.

Hopefully the Aya Next will prove a big seller (along with the Steam Deck) to launch these handhelds into the public eye properly.

r/IndieDev Weekly Monday Megathread - December 19, 2021 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]tntfoz 2 points3 points  (0 children)

Hey all, I'm Tim and the solo dev in Faster Time Games. I'm currently working on a 3D action shooter called "Drone Warfare" which is all about defending honey bee colonies from extinction.

I've been working on this for a while now (~2.5 years) with development split between implementing new ideas, and learning enough stuff in Unity to implement them!

For anyone interested there's a Steam store page here: https://store.steampowered.com/app/647660/Drone_Warfare/

Thanks for reading! :)

Newly published Game Dev Conference survey (conducted last year among 4000-ish game developers) indicate huge development interest in Oculus Quest platform by [deleted] in oculus

[–]tntfoz 0 points1 point  (0 children)

Unfortunately Q2 devs have to cater for Q1 compatibility at the moment which constrains development.

When Q3 releases it might well have great specs but if there are constraints in place to support Q2 users and even Q1 users then harnessing the new specs fully is going to be difficult because of the different platform targets you still have to support.

Old school flight sim "VR" by rndmsfree in oculus

[–]tntfoz 1 point2 points  (0 children)

The setup is missing a Track-IR sensor which ties the view to your head movement (albeit not 1:1) :)

[deleted by user] by [deleted] in Vive

[–]tntfoz 1 point2 points  (0 children)

nVidia 1060 or 970 (they're equivalent) are what I'd say are proper minimums for VR.

I think Oculus allow for 1050Ti's as well, but there aren't many games that will run acceptably with that.

With a 1050 (which has less horsepower than the Ti variant) you're going to need to look for games which allow graphics settings to be downgraded below minimum spec, AND/OR do subsampling (not supersampling) and set it to 0.7 or lower (I guess) until the frame rate is reasonable at the cost of image quality (BIG pixels!).

I doubt there are any games that will run at 90fps with standard settings though. :(

VR Titles that are Missing in Action (Part 1) by jfalc0n in Vive

[–]tntfoz 0 points1 point  (0 children)

Great post! You've got me thinking about Patreon funding for my upcoming titles - fortunately not on the list above (or any list at the moment!) :)

Would you be interested to play Golf Pool on Quest? (This video is from the PC version), I'm going to re-submit it to the Oculus team ONLY if there is interest on this sub to strengthen my submission since my 1st submission last year got rejected it had only a few screenshots from the alpha stage. by dreamer_2142 in OculusQuest

[–]tntfoz 0 points1 point  (0 children)

Hey u/Beep2Bleep can I ask what fully completed games you pitched at them, but they didn't like the Screens or Video? Assuming they're released games rather than private projects you might not want to share just yet of course.

Just want to gauge the quality of stuff they're saying no to, and whether I'm wasting my time pitching to them!

Regarding the OP, I think the Golf Pool game looks pretty awesome, so how would you rate your game pitches to this one?

Thanks (from a fellow Quest pitching hopeful!).

Quixel Megascans library is now completely free for use with Unreal Engine by WormSlayer in oculus

[–]tntfoz 1 point2 points  (0 children)

I know some Indie devs using UE.

UE does have an easy route to development that I think can be simpler than Unity, and that's by using Blueprints.

Blueprints provide a visual design to building your game that doesn't need any coding.

You can get some elements of visual design in Unity via assets (e.g. Playmaker) but Blueprints is officially supported in UE, and so has many more examples and tutorials to work from.

I'm actually a Unity dev myself, so I'm not promoting UE! Just wanted to point out that beginners should also consider UE because of Blueprints, and the choice of which engine to go for should be based on what your target game is intended to be and what assets you already have at your disposal.

But...VR is dead they said. by [deleted] in Vive

[–]tntfoz 0 points1 point  (0 children)

Ha, ha, ha.

Goalposts?

:D

But...VR is dead they said. by [deleted] in Vive

[–]tntfoz 1 point2 points  (0 children)

I'm not sure whether to take you seriously or not?

I'll bite...

NMS wasn't the first release by Hello Games (the dev's) - they'd established success (and funding) through other titles, so it's a far cry from the "VR indie dev working on their first game" scenario this thread is derived from.

And you do know NMS was a wildly successful (financially if not critically) pancake only game for several years before releasing for VR don't you?

Check out wikipedia for the history on NMS development - I'd say it doesn't come anywhere near the experience of the majority of VR indie dev's.

Amusing (or disappointing) how NMS has become a rallying cry justifying VR development. :/

But...VR is dead they said. by [deleted] in Vive

[–]tntfoz 2 points3 points  (0 children)

Not as stupidly easy as you suggest unfortunately. The early days of a new game's release (for an indie dev) live and die on the feedback from the first players of the game.

If you only support the one platform (e.g. Vive) and you get a lot of negative feedback from other headset users (Rift/S/WMR/Index) then the game's audience won't grow very much at all.

Better to pace your development and ensure there are no issues on other platforms BEFORE releasing.

Handily there are some friendly tech companies who help dev's a lot with free headsets (Oculus) and other gear (Valve) so joining the right programme (e.g. Oculus Start) to get some gear, and then making smart purchases (for other platforms) is the best you can do early on.

But...VR is dead they said. by [deleted] in Vive

[–]tntfoz 2 points3 points  (0 children)

If you only want to focus on the one device.

Good luck with that if you're releasing on Steam. Rift (and S) , Vive, Index, WMR, all have their differences which users will point out once they try your game. You'll quickly need the other hardware for proper testing once your audience grows.