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
Going live some game dev today. Had a dumb idea for a quick VR game this morning and now I'm gonna make it.
Current name for it is Grabby Birb
https://t.co/yeKQZADjG8
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.
Teleport to Ball:
Whenever the ball is still you can teleport directly to it. It will teleport you based on which way you're facing to always put the ball in front of you. If the ball is up against a wall it'll put you as close as possible.
Smooth Movement:
You can run around at full speed using the touchpad/thumbstick. When charging a punch movement speed is drastically decreased, making it easier to aim.