Yeah I did a very simple coding project and it took me hours just to figure out how to use some equations and plot some graphs. Sometimes I spent hours trying to work out why one thing wasn't working.Oh it's incredibly similar haha.
I know its nowhere similar but I have a sense of the pain of development now.
Yeah I did a very simple coding project and it took me hours just to figure out how to use some equations and plot some graphs. Sometimes I spent hours trying to work out why one thing wasn't working.Yeeeeeep. That happens. Far more often than it should. It makes you realize that the little things hurt the most.
Realistically any sort of release is still a significant way off.Learning how to program really changed my view on software.
I just managed to insert players into a multiplayer lobby and sync them across all clients. That's my achievement for the day and I'm proud of it lol. Tomorrow with luck I'll be able to remove them too!
So much goes into software development that you just take for granted.
Oh the looking thing yeah.
Isn't lucky's tale 3rd person? How does that work?
Yeah there are lots of interesting methods games are trying. I wonder how long it'll take for standards to form.
Lucky's tale does the same thing. It's fun.Isn't lucky's tale 3rd person? How does that work?
I have absolutely no motion sickness in that game.
Crystal Rift also does the rotation that way. I don't really have ideas on it per se.
There's one game that I have that is really bad for motion sickness and it has like 3 or 4 options.
There's a comfort mode where they shrink down the world. Not sure how much it helps.
There's also stability cubes, where they render small semi-transparent cubes. Something to latch onto. But, I'm not sure how much it helps people, might be too transparent at times.
Just wondering if you have looked into it.
A fair amount.Lucky's tale does the same thing. It's fun.
VizionEck Battle in VR is inherently decent since the player's body is visible. It's similar to why tank/plane games work great in VR. Currently aiming is done by pointing the headset. Up/down on the right stick does nothing while left/right rotate the player in 90 degree increments; another inherent advantage of VizionEck using cubes.
At our Christmas party I showed the game off to guests in VR and got some pretty great feedback too. Focusing on networking atm so I can have a beta as soon as possible but VR is still a high priority. What were you thinking?I don't really have ideas on it per se.