This is freaking AMAZING. The aesthetic is incredible and very pleasing to experience in VR. The biggest thing that keeps me from playing for longer periods of time is the fact that when you respawn, you get dropped from above. Even though you only get dropped from about a foot off the ground, it still makes me dizzy. I had other people play this as well and they all complained about being dropped during a respawn and how it made them feel sick. Please, please, pretty please consider respawning the player WITHOUT the little drop it currently has. I can't wait to see updates to this like new weapons, shields, etc! Amazing job!
Sorry, I didn't think about that drop; I added it to my TODO list and I'll have it fixed by the next update! If you want a (very crappy) solution for the mean time, try closing your eyes for a few seconds after you die or win the round so you don't see the slight drop when you respawn.
Luckily I don't seem to get nausea from VR anymore so it's easy for me to forget about these sorts of things. Feedback like yours is very useful to make sure I make a game that everyone can play.
Thank you! Please let me know if you notice anything else in upcoming updates.
You're right about the solution and oddly enough my daughter figured out that she should just close her eyes during a respawn and somehow I did NOT think of that, hahaha. Thanks for keeping in touch with the community and interacting with us, that's always a great trait for a dev to have! I just wanted to add one more thing: whatever it is about the artstyle of the game, I swear it seems to be the most clear and crisp game I've experienced in VR so far. I can't make out any sort of screendoor effect even if I tried, everything is just very vibrant and I get immersed so easily because of that. Take your time with development and make sure to always have fun with it and enjoy what you're doing, we don't want you getting burned out and stuff : ) I'll be making a YouTube video of me playing this so that I can hopefully help Compound get some more exposure (me and my piddly little 40 subscribers lol). Keep up the great work!
The reason it looks crisp is that the game is so graphically simple I can use all the left over computing power to crank up the MSAA as much as possible. Full credit to the guys at Valve who provided the Adaptive Quality Renderer!
Many games trade MSAA for more polygons or better lighting effects. I can understand why but I don't believe it's worth it at the moment with the low resolutions of current HMDs. In about 5 years I guess the tech will get better and jaggies will stop being such an issue. I can't wait to see what the VR industry will evolve into!
I don't think I'll burn out any time soon; I'm really enjoying myself! Next update is probably more than half way done!
Looking forward to that video!
Here's my simple and quick video I made. I originally had an intro where I briefly talked about the game in detail but I accidentally deleted it off my camera and then I had to record the gameplay footage 3 times due to technical errors which sucks because my first recording might have been my best >_< Anyway, more exposure is always good even from an amateur YouTuber like myself!
Nice video! I really appreciate these videos and I learn something every time someone uploads one - I noticed the game is too hard for teleport players and too easy for artificial locomotion players because the A.I. is too dumb to hit a moving target. I think I'll add difficulty settings or change the enemy's aiming algorithm probably in the next update or the one after. Thanks for sharing and helping me make a better game! :D