henke on 16/5/2020 at 12:56
Quote Posted by Thirith
I just tried out
Tea for God, which is available on itch.io (also for Oculus Quest). While the game confused me at first, once I realised what it was doing I was quite impressed: while in terms of gameplay it's a simplistic first-person shooter, the nifty thing is that it generates a non-Euclidian environment for you based on how big your play area is.
Yeah I tried this as well, and I agree with your take on it. The gameplay's nothing to write home about, but the locomotion system (or lack thereof) is very cool. Here's some gameplay footage from the Quest:
[video=youtube;7-Vo79iI2D8]https://www.youtube.com/watch?v=7-Vo79iI2D8[/video]
So yeah, to recap: there's no smooth locomotion here. Just me walking around the 3x3M of my bedroom while the game generates level-geometry around me that can fit into that space. :D
I've also tried out some other sideloaded games via SideQuest.
Puzzling Places Prototype - 3D puzzle where you piece together a model of a castle based on photo references. Very chill and nice, took me probably 30 min.
Descent Alps - Rhythm-based downhill skiing? Not as much fun as it sounds.
Disc Golf VR - I've been hoping for a full-fledged Disc Golf game since enjoying that mode in Rec Room. This is kinda fun, but honestly the disc golf in Rec Room played better than this.
Vanishing Grace demo - Adventure game where you're driving a hovercraft-train-thingy through the desert and looking for a woman named Grace. Very slick production values, also quite short. I'm looking forward to the full version of this.
[video=youtube;RHpaDEoQ0fo]https://www.youtube.com/watch?v=RHpaDEoQ0fo[/video]
edit: oh also, Quest Link apparently (
https://www.roadtovr.com/oculus-link-usb-2-0-tether-quest-charging-cable/) works with regular USB 2 cables now. I haven't tested it myself yet.
henke on 18/5/2020 at 13:10
I am playing Tetris Effect on the Quest and GETTING EMOTIONAL. WHAT IS HAPPENING
[video=youtube;Mr8fVT_Ds4Q]https://www.youtube.com/watch?v=Mr8fVT_Ds4Q[/video]
Dunno if this trailer has been posted here before but it's great enough to warrant re-posting.
Weasel on 18/5/2020 at 20:19
Apparently I haven't been active in this thread in over two years, but I've been lurking it from the shadows.
I've been working on my own VR projects for a long time now, with ideas coming and going and re-combining. My current project is finally coming along well enough that I'm close to maybe having a real, playable alpha demo of one level for the Quest. Anyone here interested in testing it for me in the near future?
I should warn, it's a somewhat intense VR experience, because it does have a lot of locomotion (but not anything too too extreme).
I don't have it quite ready to share (and even when it is ready, it will be no-frills and have placeholder graphics) but I wanted to put the feelers out. I have a soft-spot for TTLG as a long-time Thief fan, so this is the first place I thought about sharing it, even if there aren't a lot of VR junkies here...
henke on 19/5/2020 at 04:11
I wouldn't mind trying it out. I'm ok with smooth locomotion if I'm sitting down, but beyond that I'll get queasy.
Thirith on 19/5/2020 at 05:14
I expect it'd need to be sideloaded, right? I'm afraid I haven't done that with my Quest yet.
Weasel on 19/5/2020 at 16:26
Thanks for the replies.
Quote Posted by henke
I wouldn't mind trying it out. I'm ok with smooth locomotion if I'm sitting down, but beyond that I'll get queasy.
I'll have to put in options for seated play. Right now it would be broken (in a very interesting way) if you tried.
The game is inspired by the classic Tomb Raider games with some other inspirations mixed in. It's mostly about traversing the levels with a bunch of different kinds of movement, mostly based on (hopefully) intuitive hand movements: running and jumping, climbing, swimming, and a bunch of other things that I won't spoil. The analog sticks are only needed for turning (for now) and moving sideways or backwards (until/unless I find intuitive ways to do those with hand movement). Hand grips are used to grab things but that isn't even always necessary. No other button presses are needed.
The player's reach is important, so the game actually scales entirely to the player's height (if you're seated, it thinks you're very short and scales you up).
For seated play (once I add that as a viable option), you would need to be able to move your arms freely, including at your sides.
I was very happy that Half-Life: Alyx had hands that are always solid in the world, as I find that much more interesting than ghost hands that pass through everything. That's what my game has too.
Quote Posted by Thirith
I expect it'd need to be sideloaded, right? I'm afraid I haven't done that with my Quest yet.
Yeah, that is correct. If you do decide to go in that direction eventually, I can definitely recommend Side Quest.
I'm sure I can find other testers on the internet (it's a big place), but I will post here again after I work out a few more kinks and you can try it if you want. It might be a few weeks still.
Thanks!
henke on 19/5/2020 at 17:12
Ooooh, does it use hand-swinging locomotion, like Unknightly? I'm fine with standing play if that's the case, I usually don't find that nauseating. Also, I really like the sound of this idea. I've been toying with the idea of a first-person Tomb Raider-alike that's mostly focused on traversal myself for years, so I'm excited to see what direction you're taking this in.
Weasel on 19/5/2020 at 17:32
Quote Posted by henke
Ooooh, does it use hand-swinging locomotion, like Unknightly? I'm fine with standing play if that's the case, I usually don't find that nauseating. Also, I really like the sound of this idea. I've been toying with the idea of a first-person Tomb Raider-alike that's mostly focused on traversal myself for years, so I'm excited to see what direction you're taking this in.
I haven't tried Unknightly yet, but yes, I do use hand-swinging. Long before I ever put that in the game (years ago at this point), I started down the hand-motion path by doing a similar thing for swimming.
It probably helps that I have a lot of practice playing my own game (and I know what kind of hand motions it expects), but I still love how the movement feels every time I test it. I definitely need to get more people to try it. My girlfriend has tried a bit, but she does get queasy after a little while. She's still not used to any kind of artificial locomotion.
Thirith on 30/5/2020 at 16:30
Almost done with Alien Isolation using the MotherVR mod, quite possibly the most intense VR experience I've yet to, well, experience. Getting pounced by the alien never gets old, nor does escaping into the menu the moment I know I'm toast - that hellish shriek, the sound of those feet on the metal floors... This is brilliant and horrible and the best and the worst ever. I can imagine that Resident Evil 7 is terrifying in VR, but this... this is Alien. It is familiar - I've seen the film so many times... - but it never loses its intensity due to familiarity.
Having said that, though, while I don't mind the occasional jank that comes with the (unfinished) mod, I very much do mind that the game is considerably longer than it needs to be, and it very much shows towards the end. There are about as many false endings in this as there are in Return of the King! Several times you are asked to do things under circumstances that practically scream, "You're almost there! Just this one thing, and you've made it!" But then there's this other one thing and yet another one thing... Each individually is very effective, but it's tiring how the game piles one climactic sequence on top of another. And this coupled with VR being more intense, it leaves me exhausted. I'm ready for the game to be over...
... but I'm also ready to finally play the story DLCs that put me on the Nostromo with Dallas and Ash and Parker and all those doomed people (and murderous androids). Added to which, they're all about 30-45 minutes, which sounds like a perfect way to end my Alien Isolation VR experience.
... I think I may have to play No Man's Sky (VR) next, something gentle that doesn't insist on giving me near-heart attacks.
Thirith on 8/6/2020 at 15:58
Cool - I've been hoping that this comes out on PC.
[video=youtube;5cmFlAKwoV8]https://www.youtube.com/watch?v=5cmFlAKwoV8[/video]
Now we just need Resident Evil 7 VR, right? Right?