Keeping in line with current gaming hardware trends, I've cut holes in the balls in Mega Punchy Golf to make them lighter and statistically 3% more accurate.
That increase would've been 5% if I'd also added RGBs.
#MegaPunchyGolf#vr#gamedev#ue4#indiegames
2nd update: Non-VR support
Reworked the base character controller to be extendable to a wide range of control types. Mouse, gamepad, joycons, etc.
Mouse controls work similar to the new VR controls. Gamepad controls are coming next.
#vr#indiedev#ue4#madewithunreal#gamedev
Been a quiet holidays, but we're now back into the swing of things.
2 big updates to #MegaPunchyGolf to show off today
New VR controls: Setting punch power is now more physical. Draw your hand back to set the charge. The further you draw the stronger the punch
#vr#indiedev#UE4
Also will start integrating Steam multiplayer soon. Eventually I'll be using something a bit more cross platform, but steam will be a good start for testing.
That's pretty much most of the mechanics completed. Need a few things for the overall match like lobby and game over screens, but now I can start tweaking and finalizing the physics and course scale.