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(1 edit)

It froze again, in the exact same manner. Both times, I had dropped MSAA to zero and possibly tweaked something in the "VR" setting under it (basically reducing graphics to try to save battery life). Maybe this could be solved if TfG could ask the user, at launch, if they want to reset all video options first (if they're not already at the defaults).

Then I reinstalled and played it with the default settings, and I could continue with no problem. But then I eventually came across a strange screen-shifting glitch; the whole world in my vision kept jittering, even when I wasn't moving. I seemed to be able to stabilize this back to normal by checking the Oculus menu multiple times.

By the way, would you potentially be looking for a voice actor for those first lines by the AI? I'd be interested!

EDIT: I've lost accidentally dropped guns through walls. It would be nice if guns cannot pass through walls or floors. I didn't know what the module to the right side of some saferooms does, so I tried to put a gun in it which made it get eaten by the wall…

I'll check various settings (starting with disabling MSAA). I think that recently I was experimenting with it as there were some glitches and I could have run into a similar bug so it might be fixed already. The suggestion with the question is good but I'd prefer to fix the underlying bug or disable specific options at all to simply avoid the problem. Especially if we're talking about Quest that has certain specifics.

The jittering is a weird one. The game gets the room-scale position of the headset and transforms it against "VR anchor" in the world. VR anchors change only when on a lift. Literally, they're changed only then, so the jittering should not come from this. It should not come from the tracking of the headset itself too, as when a headset has issues with tracking it's not jittering, it shifts every second or so, so it would appear differently. Would it be possible to record the video? It would certainly help, as then I could get some details that could unveil the cause.

As for voice acting, I will be changing the whole opening and most likely dropping that scene altogether. The reason is that I won't be able (time-wise) to implement all the scenes to keep them consistent throughout the game.

I'll be looking into the physics engine. The problem might be when you put your hand through the wall but I should add a special case for such situations. And I just got an idea to specifically fix the problems with that machine. Both when it comes to physics and gameplay (so it is more clear what to do with it).