Initially it was going to resemble Tau Ceti unlock system much more. Almost 1:1, but I realise that Tau Ceti had limited number of rods to complete and they were not crucial for the gameplay itself (same as Impossible Mission). That's why I decided to allow to have different lengths of pieces and to split them. I am happy with how it works now - that it allows you to make the things much easier by splitting into the smallest pieces but then you get less value. I tried more variations but then it was hard to match anything. I will be trying out different sets to check if then it is easier to get larger matches.
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I expect that without tutorials, only a bunch of people will get into the unlock system. If you know what's going on there, you start having fun (and you realise that sometimes it is better to wait for better pieces to get higher value). Tutorials are coming quite soon. They'll be explaining bits of the game. I also want to introduce a system that suggests tutorials to check out (if you have a few data chunks and haven't tried Data Block Assembly, it will point to that tutorial, if your reactor run out of energy, you'll have a tutorial about that and so on).
Also, I'll be adding filters to Apparatus Grid to make it easier to find EXMs you want to unlock. I'd like the grid to be much much larger.
Thank you :) I'd be grateful if you'd share what you think of it.
Note that there are a few things coming, as it is all work-in-progress:
1. I will be adding simplified unlocking, where you don't care about data blocks, data chunks and knowledge points. You just gather KP and they are automatically converted to data blocks. No Data Block Assembler.
2. I will be adding means to organise EXM grid a bit. But that's when more EXMs are in the game.
Not at the moment I'm affraid :( I might help with just describing how I do that, what to avoid, what to use, etc. But it still changes and I'd prefer to focus on delivering the game.
But, I do consider releasing sources a while after the release and I am open to get impossible spaces to other tech/engines. But that's after the release :(
Thank you :) I'd really like if there were more games like Tea For God. One thing that I'd like to do a while after the release is to create some tools to make it easier to do impossible spaces with Unreal/Unity. But that might be harder to do than I imagine and I already consider it a hard task.
It's not your fault. There's something wrong within the game. Luckily I have Oculus Rift S now, I haven't opened it yet, though. I plan to release a new build (wanted to do it this week but life is like a box of chocolates). I will be looking into some tech stuff next - Oculus Quest hand tracking and properly testing with Oculus Rift S. I have no idea if I'll get the repro but for sure I am going to find that bug and fix it.
For this and for a few other reasons I am planning to add objects hovering up to make it easier to grab them. Optional. Other solutions like special handling of scaling when looking down won't work as there might be a huge gap to cover when finally looking forward.
I will add that to "todo" list. Right now button placement is related to door height. I added an option to keep other character's height the same - functionality of that button will extend upon buttons in the future.
The code just guesses where elbows should be. There's still a room for improvement (for starters, getting actual length of arms). And it varies form person to person how they hold their arms - without additional input it will be always a guess.
Although I hope that eventually, when it is applicable, they'll add a way to check whole arms. There are cameras on headsets, right? On Quest in particular. And hand tracking is there. So why not provide an info about the elbow?
The biggest problem that there is with the arms is that you may want to push buttons on forearms and when forearms in real world match those in game, it feels very good when you try to press a button and the finger touches your forearm. But when they differ, it may feel weird or just bad, especially when the forearm in real world is closer that the virtual counterpart.
That's one of the reasons I love procedural generation :)
There's also one more advantage that I haven't anticipated - at my current place, I have really slow Internet access. Uploading all files (three, two to itch.io, one for sidequest) takes a few minutes.
I will add that :) Not sure exactly when but if the integration is not complicated it might be quite soon.
There is one important thing though. It does use other buttons and will use more. But for the basic gameplay you're fine with just grip and shoot and that's perfectly fine to be done by hands alone. To get the most from the game, you should learn about few concepts and mechanice that will be covered by tutorials. And those will use extra buttons and a joystick.
Currently A/X is used to activate specifc EXMs (shields, deflectors), B/Y is used to pull energy (same as grip). Joystick does the energy pulling too but this is going to change - when I get to displays on hands, joystick will be used to navigate through them - change navigation targets, cycle through logs, scan area, set companion AI behaviour and so on.
And again, I plan not to make any of that required to finish the game, especially on easier difficulty levels (and there's going to be a story mode in which you cannot be killed) but you will get richer gameplay. And somewhat easier. It is similar to as playing Doom with all weapons compared to playing on nighmare difficulty with pistol only.
Just a quick question, do you hold the knuckles controller with other fingers? If so, could you try relaxing your fingers and just pressing trigger (which might be not comfortable)?
When I finish the feature I am working on now, I have a task to revisit recent grab support for UI (it was meant to be used as a swipe but it doesn't make much sense, as joystick is a much better fit for scrolling).
This is somewhere on my list, although two things are important to mention here:
1. I'd prefer to wait for official support for multiple rooms, to be treated as a single playarea. Although I haven't tried just walking around my house when drawing the guardian. So it might be actually already working. I'll try that.
2. There are lots of other things that are required to make Tea For God a game and I want to focus on that. I have a wish list, things I'd love to add, I really want to add, but that may wait for post release. One of them is the support for multiple rooms. Second is multiplayer.
But in general, I admit you're right. Having support for multiple rooms would add a lot to the game. For sure I will be experimenting with that.
I'd love to and when I add a fullbody for the avatar it might be quite easy to add the tracking.
What do you use? Two trackers attached to feet + SteamVR?
Just to be clear, this won't happen at least within next two months.
I love Proteus and although the game is focused mostly on being a roguelike, I'd like to add enough content to make it an enjoyable experience without any enemies. Most likely the story will be a bit shorter or different but it should be a similar experience. And there will be also en endless mode which would be just "walk wherever you want for as long as you want".
New environments should be coming soon. After the core gameplay mechanics are all in the game, I plan to add a few proper "levels/zones".
The tutorials will be coming as well. Short ones, focused on very specific topics. Accessible at once. And with story getting into the game, some of the basic concepts will be introduced on the way.
Thanks :) That bug with a lift going up and down is something I can't repro yet. I've found two cases when it was behaving like that and both were fixed but it seems that there is something else.
That device with levers is a transfer station. You put in one of your arms and with the second arm you use one of the levers. Now (I am using latest colour scheme):
1. Red lever is for health. If you push it up, you transfer energy from your health storage into the transfer station. If you pull it down, you transfer energy from the transfer station into your health storage.
2. Blue is for ammo/equipment energy. Lever works the same, it is just different thing it gets the energy from/refills.
One more thing is that if you are holding an object (it might be a spider bot or a black gun or one of the wormy mushrooms or robo dog or anything else you can hold) you can transfer energy from or to it.
This will be explained in a set of tutorials.
:D A few weeks ago I played Quake (first episode) for 40 minutes. It was okayish while I played, feeling a bit dizzy. But the worse came after I took off the headset. And a few years ago I used to play Detached with all rolls and stuff without much issues.
With the procedural mesh generation I am still trying to decide which way would be the best for LOD. Currently I have it prepared to mark specific parts suitable or not for specific LOD levels. It is now used to decide whether to generate something for Quest or not. I did automatic LOD level generation a while ago but it was just welding vertices and was not that elegant solution (although it provides fantastic visuals when used right -> Pistol Whip is an amazing example). With procedural generation I can alter dynamically number of subdivisions (it is another element of Quest/PCVR differences). There were some specific issues on the way, like a need for hierarchical random generator. And there was also no need to add LOD system for PCVR, so it now waits to be added. There are also a few other things that are reason for performance drop on Quest and I have plans how to improve them.
As for the number of options. This is right now a bit more general problem. It will be addressed along the way and in the final version, I'd like to have the game just start right at the beginning only to introduce to player profiles and gameslots on the way. And difficulty settings (I am thinking about unlocking difficulty levels). Same for the options. And still I'd like to have a button to allow manual unlocking. I've seen a picture describing a problem with finding subtitle options in games (in general). Where should you look for it? Audio? Visuals? Gameplay? General? (most of the time it is part of audio options, not always though). The thing is that I like the games where you can tinker. Both gameplay wise and through options. And with options it would be the best to avoid a need to alter them. Most of the people should not require to alter settings or there could be a way to setup a few particular things through the gameplay
But as there will be more settings coming, I don't want to get carried away for too long with altering options layout. That said, in the next build, the menu will be redone a bit (to introduce persistence, player profiles etc). With a new font that is much easier to read.
75% is a bit too much for me :) But I was really surprised how well it works at 15%.
There were a few improvements for Quest, although there is still a lot to improve (I want to move background tasks to a new low priority thread, there is no LOD system and that really hurts when there are lots of elevators).
The lightsaber will be coming, but right now - basic persistence, player profiles. That last thing has to be done now as I am rearranging greater game loop from just random levels one after another into what is going to be there in the final game. There is still going to be a "quick game" option just to try things out. And I might add a tutorial or two.
If it is possible to repro it and you could make a video, it would help a lot. A few months ago there was such a problem but after a few fixes no one reported it and I thought it was gone/fixed.
Thanks, with persistence coming soon and tutorials after a while, it'll get easier to understand and a player will be introduced a bit slower to all systems. So don't worry about that right now :)
Hey, send me an e-mail to email@example.com and I will send you drawings of how to build a cap with some source code (although you may need to rewrite it a bit, to match you needs, axes etc)
What I do is I prepare a front cap. It is a quad that fills the space that is not covered by a clipped portal.
The way I do that is that I calculate a line that is the result of portal clipping the near plane. This gives me a line in 2D. Then I find a point on that line that is closest to the centre (that will be a point that lies on a line perpendicular to the line we've just found, and it goes through 0,0, this makes it a lot easier, and we use that perpendicular dir anyway when constructing the quad). With that point, I am able to construct a quad. One important thing is that I make it a bit wider to cover any artefacts. Only a very little bit wider. I use a constant (0.0001f). I was experimenting with relying on near plane dist and other stuff and this constant turned out to work the best.
When I render the portal, I first render the portal as usual and then I render front cap (with no depth checks - it's near plane, right? but there are usual stencil checks (equal to current stencil depth, I increase it by one). When closing the portal (after interior is drawn) I render it the same way (one important difference is that test for stencil is provided value has to be less than in the buffer and I replace the stencil buffer content). I used to have decrease there, I used to not extend the cap, I was also experimenting with not using near plane. There were lots of odd things happening, sometimes the whole thing disappearing, sometimes there were just very narrow lines that were not covered (you could see stuff behind the portal).
With the scaling, I meant scaling the whole thing up or down, so anyone who is taller than 2m or smaller than, say 1,6m can play it comfortably. Before, taller people would have small enemies, and anyone smaller would not be able to reach for some things. It works quite well, I tried 100cm and everything was so small. With 3m I felt like a small child.
But besides that, I actually plan to support bigger rooms. There are going to be zones available only if you have more space.
It's more about creating better builds than puzzles. Although I plan to have some puzzles in the levels - when you solve them, you will get stuff that you can either use immediately or parts for persistence. And that's the bit I have too many ideas how to approach. Unlocking stuff. I'd like to avoid the situation when the game turns into a slow grind. It may get a bit slower after a while but you should still be able to get new stuff quite often. Do you get that randomly or should you choose which one do you want to get. If you were to choose, then I want to have some of the stuff available to try out during a run - you can just find EXM module or a weapon part, check it out and decide if you want to go in that dir. Or maybe I should have things that are unlocked for a few runs for free.. I also like branching technology trees. And right now I had an idea about making it a maze. With things that are free for a while you see their location in the "technology chart" but to get there to unlock them permanently, you have to unlock other things on the way and there should be more paths to get there than just one. It wouldn't be a branching tree then. And also it is a kind of a puzzle. Wrote that down. Definitely I am going to try it for EXMs. For weapons I am thinking more about a persistent inventory. You have a lot of space but it is still limited. You will have to drop some of the stuff to get new one. But while there will be a well defined list of EXMs, weapon parts will be randomly generated. Even if you unlock all EXMs and other stuff, you still may be looking for the best weapon parts.
Thank you. I do believe that I could get to that idea eventually but it was much easier with the words that you wrote. Words, phrases, sentences trigger certain parts of the brain and new ideas are flowing then. Thank you :)
For a while I will be working just on gameplay stuff. Then I plan to add a few zones. Although those will be just very different places. Then I plan to add actual levels. There will be something resembling wastelands - my vision is to have an enormous city in a shape of a ring with a smaller city with huge tower in the middle. And there will be huge, almost empty place between these two.
Currently there is a period in which I will be releasing more builds a bit less often. This is because I am adding core systems and most of that is pretty boring - just making stuff work, adding UI. There will be a few more fun things, like headshots, "open" world. But only when all of that is in, I will be able to focus more on specific ideas and adding them.
Somewhere on the way I want to add a very simple tutorial that explains few mechanics. It will be heavily scripted (and optional).
It's not like that ;) the idea is quite simple and it doesn't require years of experience. It's just that I really liked it and I kept getting to back time after time. And only with VR it started to make more sense. Previously it was that weird thing that was just messing with your head, but with VR the feeling of freedom, ease of movement makes you not think about how twisted the map is.
Fun fact: I used to play Quake and Quake 2 a lot. I had mental maps of many levels and when I opened each map in the map editor, they looked completely different to what I imagined them. In my mind I know what rooms are, what corridors connect them, what is the shortest route but I had no idea how rooms are placed in relation to each other. And sometimes it turned out that they were just wall to wall, but as you couldn't see one room from the other, it really didn't feel so.
That may sound weird but I was amazed three times when I played my game:
1. when I tried impossible spaces within my bedroom, the smallest playarea there was, 2x1,5m. It felt good.
2. when I bought tpcast and went wireless. 2x2m but it was enough to feel free with no cable.
3. recently, when I played outside with 8x6m. It felt great. The place was huge and seeing a wide corridor going with a slight turn for 5 meters made me run through it.
As for tutorials, how to achieve that. I have no idea if there are any actual tutorials for impossible spaces but I've seen vidoes by people who did portals in their own engines, Unity and Unreal. The most low-level thing you may want to learn is Stencil Buffer. This is a kind of a buffer that allows you to decide where you draw stuff on the screen and where not. I use it to draw portals (increasing stencil value by one with each nested portal). You may also need to use clip-planes to clip objects that are crossing through a portal (to draw a part of an object on one side and then another part on the other side, through a stencil). There is also another way to do portals, it is with a use of rendering to a separate texture. But it is a much slower approach. I'd recommend to stick to Stencil Buffers. Oh, there is also another way, using clip-planes alone but on most of the hardware there is a limit of active clip-planes and it is quite low (6).
The things start to get tricky with physics, sound, interactions and AI.
Current plan is to keep public builds for free until early access. And early access has moved a bit. Full release I plan to happen in 2020, not sooner than Q3. With the game in early access, I still would like to have free builds available, but then they will be just a small pieces of the whole thing.