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runevision

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A member registered Nov 18, 2014 · View creator page →

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Thanks for trying it again Erik. Good to hear the sharpness option makes it a little better, though I do understand it's only a minor difference.

The game saves your progress so theoretically you might be able to play it at small increments at a time, but realistically with the degree of motion sickness you experience I imagine it's probably still not practical or comfortable enough.

All right, good to know. Most games designed for Vive probably won't be easily portable to this then.

Hi Erik, Thanks for trying it out!

While many people say they get little or no motion sickness with this game compared to many other games, some still do, and you're not the only one in that regard. It's very individual.

If you do give it another try, try to bring up the application menu (the one shown in the video) and bring the slider all the way to the left (Sharp) and see if that perhaps makes it a little bit better. I'm not sure it will, but it's worth a try if you're loading up the game again anyway. You could also try other slider values. I'd be very interested in hearing if it makes any difference for you.

The clients are REALLY wanting VR content. So content that supports VR and the device Vove ( https://www.getfove.com/ ) is a must.

It doesn't look like this Fove device has tracked controllers (held in the hands)? So VR content that relies on such controllers (like Vive controllers, or Oculus Touch) won't be compatible with this VR demand?

By the way, you mentioned the oddity of the Vive controller triggers not being used. The reason is that people tend to frequently press the triggers involuntarily when swinging the whip. Same with the grip buttons. Apart from the application menu button, the trackpad seemed least likely to be pressed accidentally.

I noticed that it seemed to stick to the lever, like it was made out of sticky goop like those things you could get in a plastic egg from a vending machine at the grocery store when I was a kid.

Indeed. :) The whip doesn't have any animation and is fully simulated, so when it curls around the lever it's due to physics. I do have to slightly "help" it happen though, by making the lever sticky under certain conditions. It's meant to only happen when you don't notice it, but sometimes my heuristic fails and it looks a bit odd...

One thing that is a bit freaky is the roll-up :D It makes it feel like I'm actually holding a live snake or a huge worm! I kind of expected to find eyes on the whip if I took a closer look xD
Haha, right! :D I'm not exactly sure how I could design the roll-up in a way that doesn't have this issue.

Got time now for watching the video. Thanks a lot for playing and recording. Recorded video with talking out loud is the ideal way for me to fully understand the feedback (and is just enjoyable to watch too!).

Nice work on the follow-cam by the way, if I didn't say it already!

I'm pondering if showing a wire-frame floor grid could be a comfort option... ?

It's an interesting idea. If you could try the rollers without your floor center marker and let me know if that's worse or the same, it would help me to better know if it really does help or not.

I quite miss any sounds for the floating gem-inserters, I know this is WIP but figured I should just comment on it, as it sticks out.

Yep, it's on my todo-list. Fine to comment on it though, there's always the chance there's stuff I've overlooked.

The gems seem a bit weird after respawning though, I'm not sure if I'm just not seeing them, or if they only spawn after I have reached where I died or something.

Yeah, there's definitely a bug there I need to investigate. Sorry about the confusion!

I would kind of expect for a gem to stay after I've once spawned it, with the whip it would be possible to pick them up from a slight distance which is impossible when they fade back out.
The gems disappear when you step off the platform that made them appear. The design reason is that there are some platforms that cross paths, and it doesn't feel nice and neat when you can collect (and get confused by) gems that "belong" to another platform and which mess up the simple gem trails. You can collect gems from a distance with the whip (as you noticed) as long as you don't step off the platform. All the uncollected gems you noticed "post-mortem" were mostly due to a bug and hopefully should not be as much of an issue once that is fixed.

Thanks for trying it out and for the feedback and suggestions!

I think the whip doesn't crack unless it hits something?

I know. :( I spent so long trying to make this work but ultimately didn't succeed yet. All the approaches I tried either made it too hard to create the crack, or made it happen too often at times that didn't seem correct. There are still a few more ideas I can try though.

Looking forward to it!

In the sunlight the glowy orbs were hard to see and some were hidden by some sort of bug with the water, in the dark they were easier to see  though. The gems themselves seemed fine to me.

All right, I'll think about making the orbs more visible in bright environments.

Also in the video I suggested some sort of small audio to know when you get on a new platform, that I think your pyramid game had (maybe add an option to enable/disable as well).

Right, I see what you mean. I opted not to have it to make the feel less arcadey and more immersive. I assume you'd like it to make it more clear whether the game registered you stepping onto a new platform or not?

If they had some sort of health then maybe have them glow and dim or start flashing as they lose health and near death.

Thanks for the suggestions! I'll figure something out to make it more clear when they take damage and are low on health.

Thanks for trying it out, and for the feedback!

To try to get some extra discussion going, let me try to ask a blunt question:

What would you pay for the game (if anything) if it was released like it is now?

And what kind of improvements could make it worth 5$ more than that?

Right, I'll find a way to make damage more clear on the scarabs. Thanks for the suggestions!

Glad to hear you liked the whip!

The first switch didn't work so well for me.  It was close enough that I could almost knock it around with my rolled-up whip, so I tried to do that, but it ended up sticking to the lever and didn't really pull it.

Ah. I intended for the first one to be easy to just switch with the torch or rolled up whip, but it may be just a tad too far away. I don't know if I can move it closer (the level design is quite dictated by a grid like layout) but I'll at least try to make the rolled up whip better at "pushing" things instead of getting stuck.

At first I didn't know what to do with those flying scarab beetles and so it took me 2 tries to kill them.  I figured it out, though.

Do you have any thoughts on if there's anything that could make this encounter more interesting? Less confusing? Better?

Half-joking tiny criticism: I'm afraid of snakes, and the whip reminded me a little bit of a snake.  I'm not sure that's avoidable with a whip.  Anyway, if you get other users who are afraid of snakes, maybe they can confirm, but you should probably just ignore me.  It was playable; I just tried not to do the coil motion too much, 'cause it freaked me out a little.

Uh-oh, I'm not sure if I should tell you then I have an item on my todo-list to investigate creating a room where there's snakes on the floor. (You know, as a homage. https://www.youtube.com/watch?v=nTHKIbyoi_w)

Thanks for playing and for the feedback! The video is super helpful to see exactly what you're experiencing.

First launch had an error.
  Data Folder not found. There should be 'EyeOfTheTemple_WhipPuzzle_Data' folder next to the executable
Oops, my mistake, I uploaded a new zip file where this is fixed so others don't have to deal with it.
Using Oculus Touch, the whip was push down stick and menu button was B, so it worked fine. I suggest an option for switching hands since you can't swap which controller is held when it comes to the touch.

Good suggestion! I'll add that.

I'm happy (and a little surprised honestly) to hear that it just worked apart from that, when I never tested on the Rift. :) It seems like you have a solid 360 degree room scale tracking setup.

I saw in the video there was a moving platforms where the gems didn't materialize for you. That's weird and definitely not on purpose. I've made a note to investigate it.

It sounded like you wanted the glowy orbs that signify where the gems will appear to be more visible? Do the gems themselves need to be more visible too or are those okay?

You found a bug where the "danger" platforms can reset back to the beginning if you step off and on again at the end. Sorry about that, I'll get it fixed!

Feel free to make the video public if you like. Also, I lifted the restriction about not showing the game past a certain point, just FYI.

Thanks for playing and for the feedback!

I get motion-sick pretty easy in VR (I usually use teleport locomotion) and I did have to stop playing after an hour or so. (...)  I did try both smooth and linear platform motion, I think I preferred smooth and would probably prefer smoother.

That's interesting; it goes against conventional wisdom for how to avoid motion thickness. I can try to increase the maximum smoothness value of the slider so you can try turning it further up in the next build.

I've seen other games obscure part of the FOV while in motion, maybe that would help.  Making more platforms where you walk directly off the front of the platform, rather than the side, would likely help.
Unfortunately the stepping off platforms to the side is quite important to be able to keep traversing and still stay within the play space, so I don't think I can change that. I tried reducing the FOV earlier in development and it felt weird to me, but I can give it another shot.
I may go back and try to finish the game later, but I don't think I'll be able to get farther than that--my head is spinning and need to go lay down for the rest of the evening!

The game saves your progress so I recommend playing in shorter sessions. :) If you keep it shorter, the feeling might not linger as much - let me know how it goes!

Speedrun mode

For those of you who wanted more challenge in the game, there is a speedrun mode. This mode times your play-through but also speeds up the platform movements as long as you can keep up.

This mode is has a higher risk of being uncomfortable, causing motion sickness, and falling over, so engage on your own risk.

  • Each time you take a perfectly timed step onto a new platform, the game will speed things up a little bit.
  • Each time you miss an opportunity to step onto a new platform, the game will slow things down a little bit. (This can occasionally happen through no fault of your own.)
  • When you die, the speed is reset, so it's recommended to keep to a speed you can handle in order to not lose momentum in your speedrun. You can avoid speeding thing further up by taking steps in a slightly slower way.

I do not recommend this mode to people who haven't already played through the game at least once, so in the final game I'll probably only unlock the speedrun mode by completing the game.

How to use:

  • Start a new game the regular way.
  • Open the in-game menu using the application menu button above the touchpad on the controller.
  • Click the 'New Speedrun' button.

Let me know what you think of the speedrun mode (in case you try it out) and post your speedrun times here! Ideally as screenshots. :)

(Edited 1 time)

It would be nice if we could keep feedback and discussion about the speedrun mode mostly in this thread. :)

Also, if you complete a speedrun, post your time here (ideally as a screenshot)!

It would be nice if we could keep feedback and discussion about the whip and related mechanics mostly in this thread. :)

New build October 23, 2017: https://itch.io/t/154512/new-build-october-23-2017

This includes the whip!

Created a new topic New Build October 23, 2017
(Edited 2 times)

New build available October 23. (Read here how to sign up to get access.) Same download link you already got works for new build.

New additions:

  • The whip!
  • In-game menu where you can:
    • See how many gems you collected
    • Set platform movement smoothness
    • Set spectator camera mode
    • Start a speedrun
  • Various polish (water, nicer mountains in distance, better torch flame, ...)

See the video for more info!

Instructions:

  • Play area of 2.2 by 2.2 meters needed.
  • Unlike previous builds, both Vive controllers are needed now due to having both a torch and a whip.

Feedback

Reply to share your thoughts. All feedback welcome!

Whip feedback and discussion <- Let's keep this topic mostly in this thread.

Speedrun mode feedback and discussion <- Let's keep this topic mostly in this thread.

Anything else - just reply here!

Hi Gerad, thanks for the interest!

I'm working on the next build that includes the whip.  It might be a little while, but when it's ready I'll get you a download key.

Hi Tlarlock, thanks for the interest!

I'm working on the next build that includes the whip.  It might be a little while, but when it's ready I'll get you a download key.

Hi Jay, thanks for the interest!

I haven't tested myself with Oculus at all and can't guarantee things will work, but if you're ok with that, I'll gladly accept the offer. I assume you have Oculus Touch?

Did the 2.2 by 2.2 meter play area requirement work ok for you with Oculus for Chrysalis Pyramid?

It might be a little while, but when the next build is ready I'll get you a download key.

Hi William, thanks for the interest!

I'm working on the next build that includes the whip.  It might be a little while, but when it's ready I'll get you a download key.

Hi Erik, thanks for the interest!

I'm working on the next build that includes the whip.  It might be a little while, but when it's ready I'll get you a download key.

Hi Starwarscat, thanks for the interest! There is no build to try out at the moment; I'm still working on the next one that includes the whip. It might be a little while, but when it's ready I'll get you a download key.

https://runevision.itch.io/temple-vr/devlog/6533/trials-and-triumphs-of-whips-an...

I tried using itch.io's new devlog feature. Here's an update on the work I've been doing with the whip. :)

Hi! Sorry for the lack of updates.

I've been working on a larger new feature that I couldn't push out incrementally and is taking some time. The feature is a whip that will be used for both puzzle and action purposes. I made the first prototype of it a long time ago, but getting it properly integrated into the game in a big chunk of work.

There's some more info at my blog here: http://blog.runevision.com/2017/06/june-update-verticality-puzzles-whip.html

I'll soon post a new video showing some improvements in how the whip and levers look and feel. As for a new build, it will still be a little while before I have something that can be tested but let me say that I'm as eager as anyone to be able to share it with you!

Thanks for the patience.


It's interesting to compare this game with mine (Diversitizer). Both are endless landscapes.

Rogue Infinity is obviously much more polished than Diversitizer and has actual (if simple) gameplay. I also noticed Rogue Infinity doesn't "remember" the generated world. If you walk one way and then back, the place you came from isn't the same anymore. This can be good or bad depending on what you aim for. 

For me, the world changing behind my back makes it feel less real and more prone to break suspension of disbelief, so in Diversitizer I made places always remain the same by using random hash functions for everything random, which use world coordinates as input. Of course, a constantly changing world can help shake up the gameplay.

New build April 21: https://itch.io/t/74094/new-build-april-21

Created a new topic New Build April 21

New build available April 21. (Read here how to sign up to get access.) Same download link you already got works for new build.

No major new features in this build, just some things that are a bit prettier and various fixes.

New additions:

  • Preliminary music.
  • Nicer model for key delivery platform and key.
  • Temple looks nicer from outside (big flat walls have been broken up).
  • Reduction of flashing white pixels (aka pixel sparkles)
  • Column mazes now have checkpoints at columns next to the "trigger column" to avoid being set as much back.

If you didn't already, also check out the features added in the April 2 build, like fire, swinging blades, speedrun mode and spectator camera!

Those features are also in the newest build of course, but you can read about them there. I didn't get much feedback about them yet.

Thanks for trying it out thetrakynia! Glad to hear you liked it overall. :)

I'm curious if you have any feedback on any of the new features in this build described above? For example, in case you ever stream or record videos, or just have other people watch along when you play VR, does the spectator mode seem like a feature you might use?

The leeway for not falling down is a tricky issue, since I can't reliably know where the player's feet are. The estimation that's used works well enough for stepping from platform to platform, but not well enough to know if the player is standing on air next to a platform, or standing on the platform and bending forward, looking down. So in order to not be unfair, I have to veer on the side of forgiveness. I'd say the challenge of the game is not mainly about not falling down from the platform on your own; it's more about the various challenges you have to dodge and duck. I hope that makes sense!

I agree the ride along the temple rooftop is a bit overly long; I'll think about what to do about that.

The bright pixels and the torch occasionally cutting out are known issues that I've unfortunately had a hard time with so far. The light cutting out is caused by Unity's occlusion culling system not working right in certain cases, and the bright pixels I have no idea, though I have one idea I want to try out.

Just an update to this suggestion:

I would also suggest giving it a more temple of doom feeling by adding in more dangers like swinging blades and shooting darts.

The new build has swinging blades (just a few in a challenge tunnel for now). Also some fire hazards.

Check it out: https://itch.io/t/70586/new-build-april-2

Just a follow-up to the suggestion of a hard mode.

The new build has a speedrun mode that can also be thought of as hard mode: https://itch.io/t/70586/new-build-april-2

If you give it a try, I'd love to hear what you think!

New build April 2: https://itch.io/t/70586/new-build-april-2

Created a new topic New Build April 2
(Edited 1 time)

New build available April 2. (Read here how to sign up to get access.) Same download link you already got works for new build.

New additions:

  • Fire! One challenge tunnel now has fire hazards.
  • Blades! One challenge tunnel now has swinging blades.
  • Speedrun mode! A more challenging way to play the game. More notes below.
  • Hat! You're now wearing a hat. Hope you like hat.
  • Experimental spectator camera. 3rd person view. More notes below.
  • Field of view is now restricted when close to falling and when falling in order to further reduce risk of motion sickness.
  • Placeholder ambient soundscape taken out of the game for now since it had confusing footstep sounds.

Instructions:

  • Play area of 2.2 by 2.2 meters needed.
  • Only one controller needed for now. Turn the other controller off for best results.

Speedrun mode

For those of you who wanted more challenge in the game, there is a new speedrun mode. This mode times your play-through but also speeds up the platform movements as long as you can keep up.

This mode is has a higher risk of being uncomfortable, causing motion sickness, and falling over, so engage on your own risk.

  • Each time you take a perfectly timed step onto a new platform, the game will speed things up a little bit.
  • Each time you miss an opportunity to step onto a new platform, the game will slow things down a little bit. (This can occasionally happen through no fault of your own.)
  • When you die, the speed is reset, so it's recommended to keep to a speed you can handle in order to not lose momentum in your speedrun. You can avoid speeding thing further up by taking steps in a slightly slower way.

I do not recommend this mode to people who haven't already played through the game at least once, so in the final game I'll probably only unlock the speedrun mode by completing the game.

How to use: For now though, you start a speed run by first starting a new game, and then press Shift+R on the keyboard.

Let me know what you think of the speedrun mode (in case you try it out) and post your speedrun times here! Ideally as screenshots. :)

Experimental spectator camera

The gameplay in Eye of the Temple can be hard to get an impression of for others by looking out in first person. I've experimented with an alternative camera angle shown on the monitor that shows the action from 3rd person perspective.

How to use: Activate/toggle 3rd person spectator camera by pressing X on the keyboard.

This view requires extra resources from your computer, so if you get performance problems, turn it off.

What do you think of 3rd person spectator camera? Is it something you might use for streaming, videos, or for people watching you play? It's still a bit buggy and has room for improvement, but I'm curious what you think of the overall idea.

Reply to share your thoughts. All feedback welcome!

I've seen the thread about payout options. A related feature that would be very nice is if credits not yet paid out could be used to purchase things on itch.io. It seems a bit silly having the overhead (both administratively and actual fees) of getting money paid out from itch.io and then more overhead to getting money into itch.io, when this double overhead could be bypassed by letting one feed directly into the other.

Hi Scott, thanks for trying it out and for the feedback. :)

> Shadow - it desperately needs some kind of shadow, a body shaped one would be great but even just a blob would make a massive difference to making you feel that you're actually there.

There is a subtle blob shadow below the player, but maybe it's so faint that it's not very noticeable. A more realistic shadow is hard when I don't know where the player's body is exactly.

> Sound - this is the area that needs the most improvement imo. Heavy sounds of sliding blocks, sounds in your ears to put you off, the sound of wind, step sounds when you get onto the blocks etc.

Sounds needs a lot of improvement, agreed. That said, there are sounds of sliding blocks already. Did you hear sound at all, because if not, it might be an sound output problem perhaps?

I'm noting down your ideas for variation - some of them match some things I was already wanting to do. :)

Ok cool, glad the height vs. ceiling is not a problem!

I noticed a bit of clipping as well; I'll look into fixing that.

I haven't yet settled on the appearance of the gems; I think in the end there might be another tool for the other hand and you can pick up gems with either one, so I'm not sure I want to tie it to the torch specifically just yet. But I agree it seems maybe a bit random now. I'll be thinking about what I can do about that.

Your mailbox seems to be full so the email delivery failed. I'll be happy to resend; just let me know.