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Congratulations on the successful implementation of horizontal scaling! Nice that you decided to implement it. I pointed this out once and you weren't sure if it was a good idea. I've been playing for a while now and find 75% very pleasant. Finally I don't have to go on my wet terrace anymore to enjoy the game in big!

Incidentally, I have the feeling that the performance has improved a bit on the Quest. With the last versions it was always heavy jerking when enemies were involved.


BTW: I'm still waiting for my lightsaber😜

75% is a bit too much for me :) But I was really surprised how well it works at 15%.

There were a few improvements for Quest, although there is still a lot to improve (I want to move background tasks to a new low priority thread, there is no LOD system and that really hurts when there are lots of elevators).

The lightsaber will be coming, but right now - basic persistence, player profiles. That last thing has to be done now as I am rearranging greater game loop from just random levels one after another into what is going to be there in the final game. There is still going to be a "quick game" option just to try things out. And I might add a tutorial or two. 

Only 15%? Wimp!😋 But 100% is much too much for me too (With a bucket I could play it for a few minutes.)
No LOD system? Then I'm surprised it works out so well at all. Then I still have hope that it will run 100% smooth on the Quest at some point.

Something else on the side: I can't have enough options for my part but others could be overtaxed by the flood of possibilities. In our country people always say: Less is more!

:D A few weeks ago I played Quake (first episode) for 40 minutes. It was okayish while I played, feeling a bit dizzy. But the worse came after I took off the headset. And a few years ago I used to play Detached with all rolls and stuff without much issues.

With the procedural mesh generation I am still trying to decide which way would be the best for LOD. Currently I have it prepared to mark specific parts suitable or not for specific LOD levels. It is now used to decide whether to generate something for Quest or not. I did automatic LOD level generation a while ago but it was just welding vertices and was not that elegant solution (although it provides fantastic visuals when used right -> Pistol Whip is an amazing example). With procedural generation I can alter dynamically number of subdivisions (it is another element of Quest/PCVR differences). There were some specific issues on the way, like a need for hierarchical random generator. And there was also no need to add LOD system for PCVR, so it now waits to be added. There are also a few other things that are reason for performance drop on Quest and I have plans how to improve them.

As for the number of options. This is right now a bit more general problem. It will be addressed along the way and in the final version, I'd like to have the game just start right at the beginning only to introduce to player profiles and gameslots on the way. And difficulty settings (I am thinking about unlocking difficulty levels). Same for the options. And still I'd like to have a button to allow manual unlocking. I've seen a picture describing a problem with finding subtitle options in games (in general). Where should you look for it? Audio? Visuals? Gameplay? General? (most of the time it is part of audio options, not always though). The thing is that I like the games where you can tinker. Both gameplay wise and through options. And with options it would be the best to avoid a need to alter them. Most of the people should not require to alter settings or there could be a way to setup a few particular things through the gameplay

But as there will be more settings coming, I don't want to get carried away for too long with altering options layout. That said, in the next build, the menu will be redone a bit (to introduce persistence, player profiles etc). With a new font that is much easier to read.