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My game studio is in the brain storming phase for a VR game (Vive)
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My game studio is in the brain storming phase for a VR game (Vive) due out in early July. Any ideas?

You'll receive no credit, but you'll get a chance to have your dream game exist.
>>
I'm sure whatever you make in 2 months is gonna be great.
>>
Waggle simulator.
You simulate waggling your controller, just like you would in an actual VR game.
It's meta, kids love that shit.
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how can you be in the brainstorming phase yet say its out in july? its going to be shit
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>>333739308

I meant August, actually. 4 months dev time, so smaller scope, obviously.
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3D Minesweeper

too much point and shoot game
let's have some puzzle game
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>>333739461

Fuck, I mean September (starting in May). I can't calendar for shit.
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either something like zork or a dungeon crawler that is faithful to classic rpg elements. I honestly just want a good vr adventure game of some sort that I can spend a long time in seeing lots of unique places.
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>>333739736

Zork VR would be sweet, actually. Pretty much all the commands were just normal object interactions that fit well in VR.
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>>333739450

Games don't need to release complete any more. Early access, green light, DLC, etc. More economically viable to make a ton of small games and improve the ones that get interest.
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>>333739994
You could probably port over a normal point and click adventure game to VR without much additional effort.
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>>333742387

I don't think anyone who invests $3000 in a VR gaming rig is going to want to use it to play games that could have existed 30 years ago.
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>>333739065
Something like super hot but with real movement required.
Basically lets us be The One and you will get infinite money.
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Don't get stuck on "muh motion sickness" when thinking about control. Using regular controls can work just fine.
Please, don't fall for the meme.
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>>333743141
I'd replay a some of telltale's adventure games if I was able to walk around inside of the sets. I think you underestimate the novelty of it.
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>>333739468
This
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>>333739065
Ever play Antichamber?

You could probably make a fair amount of money making a non-euclidean game like that.

You'd be one of the very few devs offering full-room gameplay without any shitty teleport mechanics.
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>>333743141
>$3000
You're overshooting by about 50%
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>>333743961

I think teleportation of room-sized pieces of playspace (eg Budget Cuts and The Lab) are going to become the norm for Vive. Room scale + traditional player movement = barf city.
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>>333744792

~$2000 gaming PC + $800 for Vive, plus shipping and tax.
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make something like this in VR:

https://www.youtube.com/watch?v=uiHQN1q8ln4
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>>333744803
Okay, I think you have a point there. But personally I think the more gamey games will not utilize roomspace and standing up that much. And even if it wasn't for motion sickness with that, traditional controls while you still have space to walk seems like a bad mix anyway.
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>>333744902
>$2000 gaming PC
Nice number, whose ass did you pull that out of?
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>>333744694
>Antichamber

That game gave me the biggest of headaches, but I'd be lying if I wouldn't go nuts over an all-encompassing VR version of it.
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>>333745038
I really think that room scale is the only VR worth having. Otherwise its either 3rd person games (why even bother) or cockpit setups.
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Shit, I just checked again and its scheduled for November release.
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>>333745292

Har har, fuck off
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>>333745247
Or first person games mate, which are the most logical ones.
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>>333745167

https://www.htcvive.com/us/product-optimized/
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>>333741291
>Games don't need to release complete any more.
This is why consoles are still selling.
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>>333745637

I just think first person room scale is strictly superior to first person controller-based locomotion.
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Sorry guys I just checked my emails. The project was cancelled.
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>>333745698
My PC cost me around 1k.
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>>333739065
hulk simulator.
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>>333745698
>GPU: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290
$330
>CPU: Intel i5-4590 / AMD FX 8350 equivalent
$200
>RAM: 4GB+
$20
>Operating System: Windows 7 SP1
$50
>1150 socket mobo
<$100
>PSU
<$100

Under $800 to meet the minimum recommended specs
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>>333746443

The prebuilt ones being sold from that page are in the 2K range. Some fair percentage of VR players will be using off the shelf PCs.
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>>333744902
plus tip
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>>333746443
>Operating System: Windows 7 SP1
>$0
Choose both
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>>333745903
I don't think so, because it limits you to normal walking speeds and teleportation or other weird transport methods.
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>>333746802

It is way more immersive, though. I think game design will take care of the playspace size problem.
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>>333746560
Just because some dumb fucks will overpay doesn't mean that's what the parts are valued at.

Vegas sells $100 hamburgers, but that doesn't mean every burger costs $100
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>>333747365

The argument was literally that some people will have spent $3000 on their VR setup, and that is true. Even if they could have spent less.
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>>333739065
Why even try, just make VR fruit ninja
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>>333747542
OP, hire this guy
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>>333747330
Not all games need to be immersive, and I think the games that sacrifice movement options just for immersion are going to be worse.
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>>333747542

Someone already did, actually.
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>>333747657

If the game doesn't need to be immersive, it shouldn't even target VR.
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>>333747798
Okay, sure. I should've worded that as "Not all games need to be as immersive as possible". There's still a market for games in VR that do not need roomscale immersion.
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>>333747705
Then make a VR samurai game like Shadow warrior, you move place to place with sword swipes or something.
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VR monster catching game. First person, voice commands. At least 200 mons. Explorations and areas done like Monster Hunter with a hub world. Mechanics similar to Pokemon, turn based, but with realistic MH-like graphics.

>4 months

Oh, never mind.
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>>333739065
Vagina exploring walking simulator.
>>
Flappy birds vr
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Glory Hole Simulator

I am dead serious about this
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>>333748589

There is actually a flappy bird clone accessible inside Job Simulator.
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>>333739065
why the controllers are shaped like dicks
the headset is heavy i need a neck support to play this more than 10 seconds
it leaves circles in your face and burns the eyes
games are ps1 tier and cringy
>do not want except for that one Sony waifu dating game
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>>333739065
>4 months
>dream game

Eat a dick. Either make a decent game that makes good use if VR or don't make anything at all. Don't flood the industry with more shovelware.
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>>333748926

>eat a dick

Someone already suggested a glory hole simulator.
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>>333739065
LGBT RPG
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>>333748914
>why the controllers are shaped like dicks
I could see how people thought the PS Move controllers were shaped like dildos, but you must see dicks in everything.
>>
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>>333739065
THIEF
A
F
F
E
R

It give you the ability to make excellent use of all of the hardware and software.
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>>333739065
With 4 months just make a waifu sim/porn game.

Anything else will be shitty, too difficult to program, and not sell. With 4 months you won't make anything worthwhile, so might as well launch the first of many porn games, and give people some value with the ability to get off to virtual girls. Have no shame, and just bite the bullet.
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Most obvious shit is going with anything with a cockpit to circumvent the movement problem.

4 Months is little time so keep it simple. What's simple? Racer. Make a VR F-Zero Clone and gg.
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>>333749267
>>333750335
Go with either one of these.
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>>333749267
Unless you have a girl to mocap, and experience with that kind of thing, VR waifu sims are tougher than you think to make. Animation issues are amplified in VR. Animations that you think are ok on a screen can look like total dogshit.
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>>333739065
>You'll receive no credit, but you'll get a chance to have your dream game exist.
And you'll receive a letter in the mail from my lawyer.
>>
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>>333739065
>doing it for free
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>>333739065
An assassin creed-like game, actually. It would work fairly well I'd imagine.
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>>333739065
>you'll get a chance to have your dream game exist.

>dream game
>made in 2 months by a couple literally who indie shits
Yeah sure thing
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>>333739065
>you'll recieve no credit
then you'll recieve no ideas

and fyi, ripping off others ideas without a contract will get you in shit.
>>
>>333751519
Well, that's exactly it. Just find an escort to mocap for you. What $100 per hour?

Not that hard to do. And that's worst case scenario. Plenty of girls out there kinky enough to do it for average pay.
>>
No bullshit low poly "SEE the cool things happening!" stuff.

Actual gameplay.

No more "look you can shoot a bow and arrow" garbage.

Don't be lazy and use teleporting to a target location as a substitute for proper movement.

Keep low or no-space roomspace in mind.
>>
>>333744250
I think something stylized like Tearaway or LBP could work really well.
>>
So, I was going to buy a Vive last night and I decided to do some research. I discovered that, although interesting, most of the games designed for it have really poor graphical fidelity and are generally just proof of concept or tech demos. The most interesting one was Budget Cuts. I then looked at the minimum requirements for Elite Dangerous and it is completely absurd. I meet these requirements, but Elite Dangerous is not a taxing game at all and it I realized, we may never (or at least for a very long time) see core games with high graphical fidelity that have any substance on VR. It would require too powerful of a computer to run anything of merit that looks anything above the most basic of graphics. I decided not to buy the vive, as it seems like an unpractical fluff item. It's not that I don't feel that I could run the vive without issue, it's that I can't imagine that any real games will ever be released for it.
>>
>>333749267
>>333752392
>>333752724
This!

Just make a simple VR porn game that's limited to one 2x2 room.

Think of the scenario, interactions, make it like a VN where you gotta seduce her, have a girl mocap all the actions, draw different girls and overlay them over the animations.

Boom, 4 months easy. Being the first porn game, it's bound to sell.
>>
>>333753016
Elite Dangerous isn't taxing normally, but it has frame drops anywhere you can land. That's why I can run it just fine on a 770 with the Rift. The Rift has ATW to deal with frame drops while the Vive relies on reducing fidelity when the framerate drops.
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>>333739065
space adventure game where you spend the entire game inside your roomscale cockpit
no teleporting or movement
just stuck inside the same roomscale zone the entire game

strange relationship and dialogue choices through virtual monitors and junk
action space dogfight sequences
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>>333753302
are those specs dependent on the horizons dlc? I never bought it because I felt it had no substance so I would just be playing the base game. That being said, I think that that still shows a crippling truth of how limited VR is with current technology. Maybe if they allowed you to lower the resolution to 1080P instead? does it really have to be 2K?
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>>333739065
Something without teleportation movement. Like literally ANYTHING.
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>>333753553
we know the vive uses a front facing camera to show you what's in the world. I don't see why you can't have a nice comfy chair in your play space that shows up in your game as a captains chair that you are required to sit in to start flying your ship.
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>>333739065
>My game studio is in the brain storming phase for a VR game (Vive) due out in early July. Any ideas?
Make that July 2018 at least, because no matter how many people you've got you're not making anything but gimmicky shovelware at best from now to July.

I honestly think VR needs some games with serious commitment behind them to rival typical games, not phone-tier crap you hammer out in 2-3 months
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Give up on the VIVE's virtual room style unless you get a really good idea. No one wants another half baked tech demo. Just make something that uses head tracking well.
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>>333753553
also standing up to reach levers and shit on the other side of the room in order to bypass or fix broken things in the middle of action
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>>333744803
>I think teleportation of room-sized pieces of playspace (eg Budget Cuts and The Lab) are going to become the norm for Vive
I hope not, that essentially limits games to gimmicks. I'd rather have a proper sit-down game than standing waggle gimmicks.
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>>333754272
well you also have shit like hover junkers. The problem with VR is that it's so resource intensive that game devs are really limited on core game experiences they can produce. You aren't going to get a witcher 3 or Dark Souls on VR and you probably won't even get a good Deus Ex game on there either. The most hardcore gaming experience I could see is either a sim game or a strategy game or games like Overwatch and TF2.
>>
First person Boxing game like Punch Out.

Being Roomscale, you can move around the Ring. Makes fantastic use of motion controls. Great exercise since you're shadow-boxing. Immersive. Easy to program. Groundwork is laid out. Unique. Fun. Doesn't need teleporting.
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>>333753578
I don't think the DLC has anything to do with the performance. I was referring more to normal space stations and asteroids. Frame rate drops have always occurred there.

Jaggies look really bad in VR and normal AA techniques doesn't work. I ran E:D at higher than 1080p even when using a DK2. E:D, specifically, also has an issue with text readability at lower resolutions.

Graphic fidelity can be partially alleviated with a good art style, but that's not going to happen with these quickly made games. Still with the price of these headsets, if you weren't willing to buy a graphics card as expensive as the headset, you shouldn't buy the headset. Graphics card has more use for more games after all.
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>>333754832
I'm not concerned about the cost or the hardware. I have both. My concern is for the lack of games that will probably be produced. Even those of us with enthusiast level hardware, I seriously doubt we will be seeing anything that rivals what you would get in standard play. I feel like at most we will be seeing small fun little experiences that aren't worth the money. I hope that isn't true, but I just can't see how they are going to produce content that is really graphically interesting.
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>>333754732
>are really limited on core game experiences they can produce
No they're not. Drop graphics to the level they were a few years ago and all limitations disappear. You couldn't have Witcher 3 at the same level of graphical fidelity, but you absolutely could have a game like TW3 with significantly worse graphics.

I don't even know why you're saying this, Oculus already has "proper" games like Valkyrie, Elite Dangerous and even Alien Isolation (traditional 1st person game) has some sort of support. Even that platformer they're giving away for free is a core game really. There's also that custom driver/wrapper that adds head tracking and VR to lots of traditional games (vorpx it was called IIRC).

You'll notice that none of those games are room-scale waggle-controlled titles. That's the issue with Vive games and nothing else. The roomscale is cool but ultimately too limiting to game design.
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>>333739065
Noir detective
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>>333755806
That concern is valid if you think that VR requires special games for it. That's not exactly true. All the best games are games built for screens, but with good VR implementation easily added to it. Cockpit sims can do that easily. They already all support TrackIR and various other expensive peripherals, it's not too much of a big deal for them to keep supporting VR from now on.
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>>333739065
fighting game
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