My VR game YoFengYo has a steam page and a little trailer now, the audio does not take kindly to compression so headphones if ya got em, wishlist if you're so inclined. #VR #gamedev
Posts by slyvuh
YoFengYo has a steam page now, and a little gameplay trailer. Progress! It's a pretty unique VR game; feels a little bit like flying a kite, believe it or not. Please have a look and wishlist it.
store.steampowered.com/app/2439340/...
YoFengYo can now be wishlisted on Steam!
youtu.be/PN5pPcj2Yr8
》Ascend a towering play space alongside your FengShip
》One-of-a-kind, high precision motion controls
》Dreamy, intricate ecosystem to explore
》Laid-back, seated play
WISHLIST: store.steampowered.com/app/2439340/...
#PCVR #indiegamedev
yes you definitely have to do this for fbx export. and if you ever have multiple collision meshes for the same render mesh you have to suffix them like UCX_MeshName_001 etc and export all together
🔥VR Forever is now LIVE🔥
133 GAMES
- Deep discounts
- New demos
- Surprise launches
store.steampowered.com/sale/VRForev...
And the awards? 👀
Check out the Awards presentation with @naysy.bsky.social on YouTube here: youtu.be/steXbI-9ufo or head to the Steam store page!
Winners 👇
trails look great, especially like how they clarify distance to opponents ahead of you, big yay
I've had issues like that as well, that's why if it's game breaking I just use GetOverlappingActors on a tick and manage my own begin/end events, but usually only for things like player where I know there's only a few in the world so I can micromanage the ticking
re timers, they're handy but I often just enable/disable the tick function as needed and set the actual tick interval, has to be a pretty simple actor tho
yeah buldings/rooms are a good way to dice that up, do you have issues with overlap events to track player across floors and rooms? or just for the physics objects?
when I need reliable overlaps for proximity activation I turn off overlap events and just check distance to player at some really low tick interval for ballpark proximity, then switch to manually checking for overlap at some higher tick interval. can do tick batching to make things more efficient
Added level thresholds, which reject you if you don't boost through, also made a cute little boost effect
Put in tons of new features this past month including progress on multiplayer (there's a Player 2 bot in the background of this vid, yellow guy)
#VR #UnrealEngine #gamedev #indiedev
Made a new animation system to work with unreal poseable meshes and now the "world scrubber" has a full redesign along with procedural sleep, wake, and climb animations. Sound FX work next week, along with multiplayer stuff.
#VR #UnrealEngine #gamedev #indiedev
Put in the first special ability, speed boost, but gave it a little too much gas, actually gave me some ideas for traversing empty parts of the level (and I definitely need to revisit that annoying beacon sound, reminds me of a car door left ajar)
#VR #UnrealEngine #gamedev #indiedev
Finally back to some shareable work after overhauling my level system yet again. Added in wall obstacles. Prelim sound pass as well, not well mixed yet but slowly growing into a healthy biophany. Should be getting videos up more often again.
#VR #UnrealEngine #gamedev #indiedev
Started running into Quest 2 perf limit, had to rethink game design, which provided a lot of clarity and now I'm happier with the direction of things.
Also now have this line of sight material swap so the player doesn't lose sight of their Feng ship.
#VR #UnrealEngine #gamedev #indiedev
Thanks for making this, can you add me? My steam page will be going up soon, I'd like to post to the feed then
it's been sound production for the last month. more familiarity with Bitwig, but unnerving to "leave" the actual game for so long.
worked on "FengCam" (ship POV) material today (still not ready to include sound in the videos quite yet)
#VR #UnrealEngine #indiegame #gamedev
Myung Theme from the Yoko Kanno OST is a beautiful lullaby, I still find myself humming it all the time
I like the audio, scrolling social media sounding like the inside of my skull is being scraped out with a melon baller syncs up pretty good
I'd love to be included, I am making a game all alone
does seem like, though they limited its utility in questionable ways, AVP at least somewhat proved out the non-gaming aspects of "all-in-one". I imagine valve is now figuring out whether they can make it all make sense. thanks for your view, always appreciated
Denny, this cuts against the impression I had of your view on comfort still not allowing for >20-30 min use cases, has this changed or did I misunderstand you?
Added the "Feng Cam" which gives you a little ship POV screen under your controls, very helpful for double-checking your Feng's alignment. Also have the new "dagger" obstacle type seen here hitting the Feng ship.
#VR #UnrealEngine #indiegame #gamedev #ScreenshotSaturday
phew. Got my new playlist system running for building spawn patterns. This is essentially how I will do level design, with lots of procedural variation. Seems we've got ourselves a video game here...
#VR #UnrealEngine #ScreenshotSaturday #indiegame #gamedev
Our first Starter Pack was super popular, so we've created
'Thunderful's List of Totally Awesome Indies #2'!
go.bsky.app/QeWoy2N
Comment below if you're an indie developer or studio that hasn't yet been included in one of our packs, and we'll get you added.
Don't forget to reshare! 💖
hello, I'd love to be included
Unreal 5.5 has a LOT of great additions for profiling, performance and optimization. I've compiled a list of the most interesting changes, with some commentary.
www.tomlooman.com/unreal-engin...
These awesome features and improvements will be included in my Game Optimization Course asap!
ah optional makes sense. Your ship designs/anims are looking great
Did you wind up using motion blur in some way?
While trying to get more organized I wound up completely reworking my procedural animation approach. So it goes. This blog post by @charlesboury.fr is a great motivator anyway.
bsky.app/profile/char...
One step closer to good enough.
#VR #UnrealEngine #gamedev #indiedev #ScreenshotSaturday