Worked fine on Rift CV1. Nice idea, I scarequited real fast!
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Nice! SteamVR got it to work on my Rift CV1, with touch controllers. Couldn't figure out how to "swipe" to change camera angle, and Home took over when I first ran it. But besides that, thanks, it's plenty awesome!
The company Oculus have created four different HMDs:
- Samsung Gear VR (together with Samsung)
- Rift DK1 (Rift Developer Kit version 1)
- Rift DK2 (Rift Developer Kit version 2)
- Rift CV1 (Rift Consumer Version 1)
I personally have the Rift CV1. However, when I surf for games on itch.io, the games are simply listed as supporting 'Oculus' which is the name of the company, not the Rift HMD, and also, I have no idea if the games are made for DK1, DK2 or CV1. (these are different HMDs which are not compatible with the same games. Rift Developer Kit was the first VR people got to play with, so there was a lot of exitement and a lot of games was created for it.)
Right now, this site has lots of great VR content, but it is really offputting that I have to guess if those 'Oculus' games are compatible with my Rift CV1 or not.
Can anything be done to make things a bit more userfriendly?
Short but fun, and worked fine in Rift CV1. A little rough around the edge, but this was a VR experience I never tried before. Hopefully, someone will use this idea in a full-fledged game!
"COMBO 029" - yeah, now I noticed it! I think I kind of ignored that area, since I considered it not to be part of the here and now gameplay.
Still can't get left trigger to slow down the turning, though. I'm looking all the way to the left while pressing and releasing the trigger, but didn't notice any different. I'm using Oculus CV1 with whatever xbox controller it's shipped with.
Have you tested how the gameplay is if you disable the ships inertia? I'm thinking of instant movement as seen in games like Robotron. Speaking of inertia used in games, I played the heck outa the Bob shareware version back then!
I just noticed that how far down you press the right trigger determines the laser size. Only eyecandy, it seems, but always fun to discover details like this!
I never really gotten into space sims, but this one is quite good! I really get the feeling of beeing up against a massive horde of foes.
Let's see ... head-movement is used to rotate you in any direction (roll, yaw and pitch). The left controller moves you forward/backward/left/right. Finally, the right controller moves you up/down. It kind of works, I think. At least, head movement is way more reliable than xbox controllers.
The left trigger should slow the turning and there should be a combo-meter too. I didn't notice any of this.
I have to almost touch my shoulder with my head to do a roll. Likewise with pitch and yaw. Maybe finetune the turning so they requires less extreme head positions?
The 3D crosshair is a cool design idea but it's really distracting. I rather be without.
It would be cool if the ship slowly broke apart when you got damaged. Some cockpit details would be good too. I can do you some 2D graphic, if needed. My address: kasperhviid (at) gmail.com