Such a cute game, I definitely didn't do it in the right order
dg
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Unfortunately my tutorials are mostly for the company where I work, or on very advanced topics (Co-Location, Room Reconstruction). Here are the Oculus Unity samples: https://github.com/oculus-samples. I recommend starting with https://github.com/oculus-samples/Unity-StarterSamples. I'm a Unity dev primarily, so I don't have much advice on the Unreal side.
My best advice is to find some mechanics in other games that you like. Here is the list of ones I recommend for the cozy-dark feel.
a fisherman's tale (short)
Moss (medium)
the last clockwinder (short)
Budget Cuts (medium)
Walkabout Mini-Golf (party)
Demeo (surprisingly long, you can only save between levels)
Virtual Virtual Reality (medium)
The things that will drive the VR design are locomotion. I was thinking of building the boids app in VR with the hands being fish like the planes in Xortex from The Lab.
The cost varies on the tools.
The audio and music are free. The music requires you request access from Google, but they grant pretty easily. I had to do a little editing on the music to make it loop properly.
You can get free image generation, but I paid for Runpod.io servers with Stable Diffusion Automatic1111, which are amazingly easy to set up. They charge about 35c per hour and a 512x512 image takes 2s to generate. I use the background remover tool, which makes it take about 12s per image, but I just let it run while I code and then come back to browse the image gallery of 20 images for the one I like. I also used a bit of ControlNet on Scuba Steph to get the poses. There was cleanup on a number of the images needed, and I did some compositing on Scuba Steph.






































