Sadly, no. It wouldn't make sense outside of VR, it's all about the interaction that VR controllers give you. There's not much gameplay in it otherwise ; ).
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I'm slowly building a VR-only, densely interactive pottering-about simulator, kind of a slice-of-life-em-up, with hidden phantasms. I never really consider GDC until it's way, way too late, and probably wouldn't be able to afford it (I'm in the Netherlands). I also consider myself more a builder than a game developer in the strictest sense of the word -- there's not really much gameplay to speak of, no strict goal outside of the just being there and soaking up the atmosphere. There's a lot to play with, with all the interactions, though, and there's a story slowly emerging as I build it.
Here it is:
Lovely initiative for folks like me this #notatgdc thing! Feel ever-so-slight-a-part of it now, thank you!
Heh I hear you! It's not the low contrast per se, but my judicious use of volumetric fog. I personally like the atmosphere it creates, but I know it can also feel like smeared lenses! There's a settings panel behind the caravan where you can turn of the volumetrics, see if that makes it better for you!
Thanks so much!
Glad to hear what parts are fixed with a re-calibration, 'cause they would've been the hardest problems to fix on my side : ).
As for your suggestions: seems you have a very keen sense of where I want to take this ; ). Not making any promises, but for a slight spoiler check this. Yes, there should be more phantasmical outings! They should tie up with the sense of the place though, so I'm ony slowly discovering them.
As far as telekynesis is concerned: I meant it more like a solution to hard-to-reach objects (for people playing seated, for example): that you can pick up objects outside of your reach somehow, maybe manipulate them from a distance. It should happen without breaking the groundedness of the world though, so I'm still puzzling with it.
Thank you! Very helpful this!
Sweet, all excellent points Aime! Thanks for taking the time, hope it didn't make the experience too frustrating!
Can you tell me a bit about your setup? Are you seated? Is your tracking space very small?
Is the floor correct in other VR apps? I have no access to your tracking setup from within APOTU so I have no way to know where your actual floor is, the VR drivers usually take pretty good care of this.
I've been setting up APOTU as a standing, room-scale experience, with some extra's for front-facing tracking (the teleport-rotation). It's been proving hard to take everyone's situation into account. But I'm juggling some ideas that should make it more accessible for other setups (height adjustment, dashing, and perhaps telekynesis), so your feedback is greatly appreciated.
The app starts in medium settings, not low. Low looks too much off to me to be the default. I deliberately place you in a graphically taxing room so you're sure you can handle the framerate.
The disappearing objects simply shouldn't happen, it should teleport with you, maybe you hit an exceptional situation, do let me know if you can reproduce it!
The taps – my GAWD! You're right! How could I have tested it so much and not notice! VR man, it messes with your mind!
I hope this is the same as another report I got, but you may feel a bit silly if it is: turn around! Does that work?
On Vive, sometimes the world starts out front-to-back, nothing I can do about it really, though I'll implement a gradient instead of the neutral grey, 'cause the flat color may look like something went wrong.
Thanks for playing! Hope the above solves it, enjoy!