Zelda: Breath of the Wild, the first time you climb a tower and the whole map unrolls under you. In a flat game it's a camera pan. I think in a headset your stomach actually drops, and that's the moment I'd pay to stand inside. Building REFRACT SDK toward games like this.
REFRACT SDK works on Unity only right now. Unreal and Godot are coming soon, not done, and I'd rather say that than fill the site with engine logos. I think a studio wants to hear exactly what it touches on their engine. Got a finished Unity game you'd want in VR? DMs are open.
New OMVION video. Watch what happens to the menus first, they stop being a flat sheet on your face and sit in the room. Then watch the hands, that's what I care about most. I think it sells the whole thing, idk. Building REFRACT SDK toward this.
https://t.co/GNU21xjK2v
Every dev I know has a folder of finished games they swore they'd get to VR someday. Honestly I think that's most of us right now, the games are done, it's just life. Building REFRACT SDK so that folder doesn't have to stay closed forever.
https://t.co/GNU21xjK2v
@rllstudio learning a raycaster from a 1999 book is so cool, honestly that's the best way to actually get how 3D works. now I just wanna see one in VR lol
@SteinvarGame love the premise, a magician on a forgotten island with way more work than he expected lol. an island like that would be SO fun to walk around in VR
@NicksLewdSpirit swimming animations are so underrated, getting that first stroke to feel right is half the battle. diving and underwater swimming next sounds SO good, that would feel wild in VR too
@WarpzoneWhisper yes exactly, I honestly think a short list of tested modes like snap turn and vignette tells me way more than a vague comfort badge, tbh it's the first thing I check before loading in
@WarpzoneWhisper yes this, being able to try snap vs smooth turn before you commit is SO nice, tbh I think half the people who bounce from VR games just never found the comfort options
Steam wants AI disclosure, editors write the first draft of code, and one-person studios ship what used to need a team. Making things keeps getting cheaper BUT a game players love doesn't. Years of taste can't be generated back. Which AI shift changed your work most?
OpenXR just got a cross-platform spatial multitasking API, and I think that's good for flat games. A game stepping into VR doesn't have to be the only thing in the room anymore. No idea how many studios will actually use it, it's SO new, idk.
Made a short film for OMVION about stepping into the games you already love. Watch the menus and the hands, that's the part I care about most. 113 sound effects placed by hand, honestly it was SO worth it. Building REFRACT SDK toward this.
https://t.co/GNU21xjK2v
Hot take: most flat games that feel bad in VR aren't failing at graphics, they're failing at menus. If the pause screen is stuck to your face and you can't point at anything, nothing else matters. I think fixing that first beats any redesign. Argue with me.
@bozoid Forza Horizon 2 running on Android is wild, that open world driving feel is SO good. a VR version of it would be insane, sitting in the cockpit on those roads