Tower Unite
catgames332 Dec 13, 2018 @ 5:43pm
Virtual Reality support?
Is there going to be some sort of virtual reality support? what about personalized worlds?
Originally posted by Mattio:
VR was talked about in depth here: https://steamcommunity.com/app/394690/discussions/0/224446340336716471/
I think it has the latest dev response to everything VR, quoted below.

Originally posted by MacDGuy:
We've talked about our current feelings on VR on our forums. I'll repost the post here (with updated remarks):

There’s many reasons why we haven’t implemented VR into Tower Unite at this stage.

First reason is when we first discussed it, VR was at a very early stage (there was just Oculus and a little bit of Vive). Room scale VR then started happening, and the whole scene changed. Every bit of VR technology advanced 2 years. We originally were thinking it would just be the headset and now there are controllers and other methods of input.

Adding VR to Tower Unite is a huge task. We’d have to:
  • research into what things people would want to be VR in our game
  • familiarize ourselves with the VR headsets and software
  • figure out what Game Worlds could have VR and which cannot
  • decide if we’re gonna use Oculus or Vive (yes, the software is the same, but we'd need to test with the proper hardware to design the experience)
  • grab our own set of headsets (which will be costly upfront, valve may provide free headsets, but oculus does not)
  • change the UI (or make new UI) just for VR (lots and lots of work)
  • update the artwork to make sure it works for VR
  • add new VR movement controls
  • ensure FPS is VR ready (optimize the game to run around 90 FPS always)
    test extensively
And that’s just to get it going! After that we’d need to:
  • add new features that give players reasons to use VR, such as moving objects around or moving arms
  • handle networking all the VR players and their interactions with other players
    and discover any new VR features we want to add

While there are some users that have VR, we find that it would be best to focus on features that can be used by every player (VR or not). Not everyone can afford a VR headset or a computer rig that is powerful enough to run it. We also find that the VR market is very low right now; adoption into VR is around .33% of Steam's playerbase (https://store.steampowered.com/hwsurvey).

Our goals are vastly different. We’re not making a VR game. We’re making a virtual world party game.

The only chance Tower would see VR be made for it is if we had development money to fully fund VR development, could focus on VR support only (as in the game is done completely), and if VR was worth it to us (not just cost, but also our own interests as developers).



Original post was from: https://forums.pixeltailgames.com/t/a-few-words-about-vrchat-and-tower-unite/26467/5?u=macdguy


----

As for the other things mentioned, we're not losing players, nor is VRChat stealing our playerbase. Our game is vastly different from VRChat. Their game is free to play, our game cost money. Our game is still being developed. Theirs is fully released.

VR is not the feature that would get our game to have a huge player base, unfortunately. While it is a cool feature, it's not a feature that every person can use or enjoy. Until VR gets a more mainstream appeal (and becomes cheaper) then it'll be more worth the time.

Arcade is being developed. We can't make development go faster - we're a small company. We're going as fast as we can and we've been pushing out massive updates that change the game for the good such as Workshop and soon Community Condos. These are features that have been long in development and long desired.

We'll continue to have more and more players, but development takes time and people need to understand that. Nothing has halted devleopment wise, we're always working on the game every weekday. You can see us on our Discord or on our forums replying and showing what we're up to. It's a massive game with lots of different sections to it and each week of development is us putting as much effort as we possibly can to finish it.

Arcade definitely will attract players, but I personally think there's some other issues we need to resolve first such as lack of player progression (achievements, etc.), better tutorials for new players, load times, overall design of the Plaza, and long standing desired features (like Community Condos and Fishing). Plus once we have achievements, leaderboards, etc., they will largely improve the overall experience of Arcade.
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Showing 1-15 of 22 comments
A developer of this app has indicated that this post answers the original topic.
Mattio Dec 14, 2018 @ 2:26am 
VR was talked about in depth here: https://steamcommunity.com/app/394690/discussions/0/224446340336716471/
I think it has the latest dev response to everything VR, quoted below.

Originally posted by MacDGuy:
We've talked about our current feelings on VR on our forums. I'll repost the post here (with updated remarks):

There’s many reasons why we haven’t implemented VR into Tower Unite at this stage.

First reason is when we first discussed it, VR was at a very early stage (there was just Oculus and a little bit of Vive). Room scale VR then started happening, and the whole scene changed. Every bit of VR technology advanced 2 years. We originally were thinking it would just be the headset and now there are controllers and other methods of input.

Adding VR to Tower Unite is a huge task. We’d have to:
  • research into what things people would want to be VR in our game
  • familiarize ourselves with the VR headsets and software
  • figure out what Game Worlds could have VR and which cannot
  • decide if we’re gonna use Oculus or Vive (yes, the software is the same, but we'd need to test with the proper hardware to design the experience)
  • grab our own set of headsets (which will be costly upfront, valve may provide free headsets, but oculus does not)
  • change the UI (or make new UI) just for VR (lots and lots of work)
  • update the artwork to make sure it works for VR
  • add new VR movement controls
  • ensure FPS is VR ready (optimize the game to run around 90 FPS always)
    test extensively
And that’s just to get it going! After that we’d need to:
  • add new features that give players reasons to use VR, such as moving objects around or moving arms
  • handle networking all the VR players and their interactions with other players
    and discover any new VR features we want to add

While there are some users that have VR, we find that it would be best to focus on features that can be used by every player (VR or not). Not everyone can afford a VR headset or a computer rig that is powerful enough to run it. We also find that the VR market is very low right now; adoption into VR is around .33% of Steam's playerbase (https://store.steampowered.com/hwsurvey).

Our goals are vastly different. We’re not making a VR game. We’re making a virtual world party game.

The only chance Tower would see VR be made for it is if we had development money to fully fund VR development, could focus on VR support only (as in the game is done completely), and if VR was worth it to us (not just cost, but also our own interests as developers).



Original post was from: https://forums.pixeltailgames.com/t/a-few-words-about-vrchat-and-tower-unite/26467/5?u=macdguy


----

As for the other things mentioned, we're not losing players, nor is VRChat stealing our playerbase. Our game is vastly different from VRChat. Their game is free to play, our game cost money. Our game is still being developed. Theirs is fully released.

VR is not the feature that would get our game to have a huge player base, unfortunately. While it is a cool feature, it's not a feature that every person can use or enjoy. Until VR gets a more mainstream appeal (and becomes cheaper) then it'll be more worth the time.

Arcade is being developed. We can't make development go faster - we're a small company. We're going as fast as we can and we've been pushing out massive updates that change the game for the good such as Workshop and soon Community Condos. These are features that have been long in development and long desired.

We'll continue to have more and more players, but development takes time and people need to understand that. Nothing has halted devleopment wise, we're always working on the game every weekday. You can see us on our Discord or on our forums replying and showing what we're up to. It's a massive game with lots of different sections to it and each week of development is us putting as much effort as we possibly can to finish it.

Arcade definitely will attract players, but I personally think there's some other issues we need to resolve first such as lack of player progression (achievements, etc.), better tutorials for new players, load times, overall design of the Plaza, and long standing desired features (like Community Condos and Fishing). Plus once we have achievements, leaderboards, etc., they will largely improve the overall experience of Arcade.
ArcticuKitsu Dec 16, 2018 @ 12:58pm 
This is a much better thread that I regret what I said but I'm happy they're at least considering VR. Just don't make excuses and everything shall be fine that I love how quietly it appeared how other games quietly added VR support without issues.

This part still stands out that I still hate it. The part before the bolding is fine that you should focus on the primary features, just the part I bolded annoys the hell out of me and everybody tracking various VR potential games.

While there are some users that have VR, we find that it would be best to focus on features that can be used by every player (VR or not). Not everyone can afford a VR headset or a computer rig that is powerful enough to run it. We also find that the VR market is very low right now; adoption into VR is around .33% of Steam's playerbase (https://store.steampowered.com/hwsurvey).

What seems more welcoming is when you quietly add VR support without saying the adoption rate is "low" or that the funds are "low", or whatever else was noted. If your game is good then people WILL buy a VR headset. Of course it's low if you don't want to invest in it.... The cup of water is "low" because nobody actively poured any water into it. Low adoption rate? If your game is good people will boast how they purchased a headset for your game, something they've done for VRchat & Beat Saber. I need to scan through Furious Sea's Twitter that the same may be for that game as well with how people purchased headsets just to play that game with it maturing nicely with time. People are buying the hell out of the PSVR side of things because of it being an easier purchase.

If you are able to add VR you should be able to add VR. Of course, primary features first, then VR. Whenever able it should be added though. Scanner Sombre is a good example of people pointing others towards the VR experience over the desktop mode because of the experience within, even if it is hindered by the teleporting gimmick. The experience is excellent in VR that once you go VR you can't go back.

I still love Spicytail's viewpoints on VR that if there is a void, and you see a void, you fill it. The crowdfunding shows how interested people are that you shouldn't underestimate the VR side of things.
Last edited by ArcticuKitsu; Dec 16, 2018 @ 1:03pm
Tia Winters Dec 17, 2018 @ 11:48am 
There are a few other good games that are along this style that support VR, do a bit of a search you will find one or two on Steam here. I'm glad it does not have VR due to motion issues and combining both VR and keyboard controls is a bit of a mess right now.
Last edited by Tia Winters; Dec 17, 2018 @ 11:48am
Playa May 15, 2019 @ 2:48pm 
Well, i personally would prefer Tower Unite over VRChat. From the basic idea it is the same, just that Tower Unite has alot more features - Compare yourself
ArcticuKitsu May 15, 2019 @ 10:32pm 
Originally posted by Tia Winters:
I'm glad it does not have VR due to motion issues and combining both VR and keyboard controls is a bit of a mess right now.

Motion issues? What motion issues? Seems like that comment didn't age well, or hasn't been proper even back in December 17th. As for a keyboard just add in in-game keyboard....

Originally posted by Playa:
Well, i personally would prefer Tower Unite over VRChat. From the basic idea it is the same, just that Tower Unite has alot more features - Compare yourself

Tower Unite is perfect for the arcade while VRchat is perfect for the adventure. Similar, but not quite. VRchat is what you make of it because you can make your own worlds, something Tower Unite hasn't done yet.
Playa May 16, 2019 @ 4:01am 
Thats correct, but the usage of custom Worlds hasent convinced me yet, I have barely seen a working Minigame in VRChat.
The Game itself feels very similar to playing Trade Maps in TF2, just with custom Characters.

I rate VRChat higher, it dosent allow fully custom Map but the useage of premade Parts and Buildings gives everyone a Chance to have their own Home.
Also you can actually play with your Friend instead of just Chatting and Taunting. Exploring Maps with Friends isent enought nowadays in my Opinion.
Last edited by Playa; May 16, 2019 @ 4:03am
ArcticuKitsu May 16, 2019 @ 12:12pm 
Originally posted by Playa:
Thats correct, but the usage of custom Worlds hasent convinced me yet, I have barely seen a working Minigame in VRChat.
The Game itself feels very similar to playing Trade Maps in TF2, just with custom Characters.

I rate VRChat higher, it dosent allow fully custom Map but the useage of premade Parts and Buildings gives everyone a Chance to have their own Home.
Also you can actually play with your Friend instead of just Chatting and Taunting. Exploring Maps with Friends isent enought nowadays in my Opinion.

Racing maps, horror maps, Pac-Man, Survival games (Dead by Deadlight inspired), Beer Pong, among others. They're working, or when I last saw them. Update to VRchat do break them though, but when they work they're one of the best things ever. There's even a Claw Machine world. Japanese are doing all the hard work making these worlds so it's also amazing to see what they come up with. Even an RPG world which may or may not be broken by now. I've seen a gun world, heard of an artillery world, puzzle maps with mini games..... When it works it's a fine experience.

Maybe you're right that they're always broken because VRchat is still 'early access', something people still can't grasp the idea of. People don't always go back to update the worlds they make, or struggle to update them. But when things do work it's the best thing. When you get the right people it's fun.

I doubt Tower Unite will allow this, just if you could create your own proper worlds (not homes) we may get on "some" level of VRchat's chill. All those chill worlds. It's amazing how much changes once you go VR. If Tower Unite released with some supported map editor you may get something neat. You can't always be stuck at the Hub & Home, even with the mention of an 'island' or something. Though, on the flip side people would probably abuse it to hell and back because of internet mob/tribal mentality to impress their friends instead of impressing themselves.

Times change though so who knows how Tower Unite will feel with VR. I feel too exhausted and too depressed to consider things properly now. And yeah, not everybody can hang with friends, chat with them so you can't always have that. You need things to do, you need AI to do their thing so you can feel immersed while interacting with things. You need a world to live so you can do your thing.
Last edited by ArcticuKitsu; May 16, 2019 @ 12:36pm
ArcticuKitsu May 29, 2019 @ 1:02pm 
Going to apologize before I say what I need to say because I'm probably coming off as arrogant, "in your face" and etc..... Just wanting to note something again, something I noted before.

People are buying Oculus Quest enmass showing VR isn't dead, nor "low population". I'm still holding onto the quoting saying "we aren't adding VR support to Tower Unite because of Low Population" which is just silly. If people ask for VR support you have to "try your best". Not force it, but try your best to see IF you can add it. If you can, you do it, if not, then don't hide behind awkward excuses. I probably took it the wrong way, even so.....

I doubt we'll see Tower Unite on Oculus Quest, and the developers may hate me (etc etc)..... I'm still not buying the whole "low population" side of things. It still sounds like a nasty excuse.

If you skim through Twitter feeds you'll see people purchasing Oculus Quest enmass. People love it, they support it. If Tower Unite can be coded to handle it, then awesome. If not, that's fine. If possible, focus should probably be on Mixed Reality, Rift, and Vive. And of course, before all those, more content should indeed be added. I agree there.

We also find that the VR market is very low right now; adoption into VR is around .33% of Steam's playerbase (https://store.steampowered.com/hwsurvey).

This should honestly have nothing to do with it ^. I'm also noting this because Oculus Quest.... More accessibly, more purchasing power, more access. This is what you checked out, so what will you do?
Last edited by ArcticuKitsu; May 29, 2019 @ 1:06pm
SHORESTONE! Mar 17, 2020 @ 4:18pm 
OculusVR was found in the config files 0-0
Unreliable Derpy Mar 18, 2020 @ 12:38am 
Originally posted by SHORESTONE!:
OculusVR was found in the config files 0-0
I do believe it's the VR base of the unreal engine, just like Unity have a "Start with VR" in the configs.
ArcticuKitsu Mar 18, 2020 @ 11:01pm 
Originally posted by SHORESTONE!:
OculusVR was found in the config files 0-0

Tower Unite sometimes has the strange habit of saying you're playing in VR mode for this game, or pretending its in VR mode. Its a nasty tease.

It could be what Unicorn has noted.
Last edited by ArcticuKitsu; Mar 18, 2020 @ 11:01pm
Playa Mar 20, 2020 @ 1:09am 
Originally posted by azumukupoe:
It should definitely be a DLC if it's being added in the future.
+1
󠀡󠀡 Apr 2, 2020 @ 2:12pm 
Why? Just go to VR chat for a VR community game.
ArcticuKitsu Apr 2, 2020 @ 2:30pm 
Originally posted by Endless_Revolution:
Why? Just go to VR chat for a VR community game.

Why? Because Tower Unite is its own unique game which you can't get in VRchat. Assets can be ripped and imported in VRchat though not the same. You'll miss out on mini-games & such. Two different games. People want to experience Tower Unite in VR because there is an element you can play in VR which can't be experienced in desktop mode.
Last edited by ArcticuKitsu; Apr 2, 2020 @ 2:31pm
Der Doktor Pug Apr 6, 2020 @ 10:14pm 
Really can't see how VR would be anything but a gimmick for a game like this, the budget (money and time) would be pretty big to fully take advantage of VR and deliver the whole of the game's offerings via VR
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Date Posted: Dec 13, 2018 @ 5:43pm
Posts: 22