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Quick Update

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Well it’s Spring/Summer and my time behind computers takes a drastic hit, so there hasn’t been much to write about this past month or so. The game is now at a point where I need to focus on getting the game play/rules more in place with regards to ammo, powerups, etc. It’s basically a functioning proof of concept at the moment. There are some bugs to work out, my pal Jim (who’s great at finding stuff I overlook) has found a few, and I know of some others on the VR side. I tracked down some of it, as did Jim, so at some point on a rainy weekend, I’ll be able to sit down and spend some time addressing these.

I did spend some time looking at the VR issue (crashing despite no code changes). It has something to do with the controllers, and might have exposed some other issues. I was able to bypass the controller code and have it work using the keyboard/mouse in VR, so this one is a little strange. Could be driver changes, as my Oculus has forced me to update a few times. Have to do some more testing/debugging, but I’m sure it’s quite fixable. I did spend a little time playing the game in VR, and it’s just such an immersive, rewarding way to play an aFPS game, I really hope that this game can tap into that aspect. Sure there have been some ports, and some other games, but as far as I know, this is the first aFPS game that is specifically built for VR.

I also will spend some time focusing on the 3 existing maps and updating/adding things to them.


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