Tower Unite
Virtual Reality support?
Is there going to be some sort of virtual reality support? what about personalized worlds?
Eredetileg közzétette: 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.

MacDGuy eredeti hozzászólása:
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


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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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thedoctor1ko eredeti hozzászólása:
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

It probably may be seen as an 'gimmick', though just look at how people are defending Subnautica and Scanner Sombre. As rough as they are, people still support them. I saw how visually awesome everything was in Subnautica bringing out further depth and visuals in VR. Controls were crap, though that came from a development team fearing everything around the corner. They wanted co-op, they cowardly went the other way. They haven't reach out to anybody who genuinely knows VR. They cut corners.

For Scanner Sombre you have people recommending it to others again for visual awesomeness. It 'may' be a gimmick for Tower Unite, it would however still hold up in various areas. To whom it would attract it would benefit.

After seeing 'Ready Player One' after so long it shows why I love VR and why VR is here. Yes, developers of Tower Unite may struggle, it all depends on what is released. Maybe "something is better than nothing', may indeed hold true.
Legutóbb szerkesztette: ArcticuKitsu; 2020. ápr. 6., 23:53
After the game is well beyond considered "complete", I wouldn't mind VR being looked into when funding is better due to more game purchases. This could easily rival VRChat with enough work.
Heroshi eredeti hozzászólása:
..easily rival VRChat with enough work.

I dislike when people compare this game to VRChat since they are massively different and have separate audiences, they do not share the space to rival.

VR would be really cool for this game don't get me wrong, but it really isn't worth the year+ worth of work just so like 5% of the games audience could use it. I would much prefer 1-2 major updates in that time frame instead. (and I bet they will continue major updates after 1.0 release)
Kodi022² eredeti hozzászólása:
5% of the games audience could use it. I would much prefer 1-2 major updates in that time frame instead. (and I bet they will continue major updates after 1.0 release)

Not even the correct numbers on the 5% bit. There are more users than there were in 2017 by a vast amount, and growing steadily.

If you don't build a foundation nothing gets supported. Better strike while the iron is hot... We're now reaching into the territory shown in 'Ready Player One' with habtic suits.

https://teslasuit.io/

I've seen the VR scene go from standard VR to fullbody tracking, to Index finger gestures, and now habtic suits are being introduced. If you're going to be fearful or doubtful you're only going to hurt yourself here.....

'no pain, no gain'.........

I dislike when people compare this game to VRChat since they are massively different and have separate audiences, they do not share the space to rival.

I thought I made note of this. Guess I haven't. Two different games, though still worthwhile experiences in VR on both sides.

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Maybe people should go watch, or even rewatch, 'Ready Player One' because that's mostly true. We're near that state.
Legutóbb szerkesztette: ArcticuKitsu; 2020. ápr. 7., 23:34
There was a config file called OculusVR :3
Latest version of TU has the OVR plugin and bindings for Oculus Touch controllers
SHORESTONE! eredeti hozzászólása:
Latest version of TU has the OVR plugin and bindings for Oculus Touch controllers
uuh, nice find. We could easily force TU to work with VR, but i see the Controlls as biggest Problem, especially with all theese minigames.
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Közzétéve: 2018. dec. 13., 17:43
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