DevLog #7: Sometimes the easy stuff is the hardest
VR is still a very new medium, and yet even as a developer who knows how *detail oriented* game development is I find myself playing games and sometimes saying things like "How on earth did they miss this?! This is like VR 101 right here!"
Well, here I am, with the latest available build of my game with smooth turn... and the smooth turn isn't properly configured for roomscale.
How did I miss it? Well, at some point I stopped playing games with a wire and I honestly don't use the right stick much at all anymore, I just turn with my body. When I added smooth rotate, I did so mostly for my own use; sometimes it's easier to develop and test seated so I needed to be able to turn. In a seated configuration, this bug doesn't occur.
There's a silver lining to this little cloud though: as you may know, I said something about Snap Rotate being available tomorrow about two yesterdays ago, lol. It just seemed like it was off somehow when I was testing; I don't usually use snap rotate but I was trying it out in other games and it just felt waaaay better than my implementation. I *think* that was largely due to the roomscale bug with my smooth rotate; the problem was just more obvious/annoying in a snap configuration. But I couldn't put my finger on it.
Thank you to Strayce for reporting the issue with smooth rotate; I might not have figured the snap turn stuff out as quickly otherwise.
Wish me luck on the new build! <3
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Quintessence
A cyberpunk/cyberdelic VR experience
Status | In development |
Author | PushyPixels |
Genre | Adventure |
Tags | Cyberpunk, index, oculus, Oculus Quest, Oculus Rift, quest, rift, Virtual Reality (VR), vive |
Languages | English |
More posts
- A letter to all our new fansAug 10, 2020
- DevLog #6: A bumpy SaturdayAug 09, 2020
- DevLog #5: New name! Sidequest launch! What a week!Aug 06, 2020
- DevLog #4: First character progressAug 05, 2020
- DevLog #3: It works on Windows...Aug 04, 2020
- DevLog #2: Version 0.11 is available for Quest!Aug 03, 2020
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