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Laporkan kesalahan penerjemahan
kospy is doing a great job of first building a solid framework that people enjoy, then he can work on content and maybe expand his team. and if the game works out well, then maybe hopefully one day multiplayer will be a realistic goal.
but a one man project like this has to be very careful of managing time and expectations.
on the flip side the benefit of a small or one man team is that he has plenty of time to get things right, if the game sells a decent number of copies, which i suspect it will considering the excitement for it already, then he will have the resources to devote as much time as necessary to build out the game, together with community feedback, over time.
large development teams cost a lot of money to maintain, and therefore cant afford to draw out a project.
so the bottom line is patience, from what we've heard from kospy, i think we're at only the beginning of the journey towards an amazing game, even what we already have is incredible, and worth every penny.
The tech world needs to become less of a hermit society for the betterment of us all.
BUT I definitely agree with you @moderatetosevereplaquepsoriasis in that there really needs to be a lot more communication and unison in this field specifically. With computer games and consoles etc. it isn't as much of a big deal when developers compete so much, but in VR we really can't afford all the competition and "I wanna be at the top" attitude. VR can NOT afford all of these console specific games, it just isn't a big enough market and there is not a big enough audience. This is only going to break apart the VR community and make content for VR gradually worsten. Having VR exclusives imo is such a NOGO period. VR systems are way too expensive and there is no way in hell any of us (that aren't as wealthy or content creators) are going to purchase each and every VR headset out there to play all the exclusives. A bit straying off topic and not so much concerned with this game specifically but tbh I just think it's a really important topic.
nowadays people prefer a solid single player content combined with possiblities of multiplayer.
as of now putting multiplayer into a VR game is suicide for an indie dev.
I know! I hopped in the discord and saw that on the roadmap and it made me super stoked for the future of this game! I bought into it and have no regrets in the current state even, best of luck!
I have had a lot of the same ideas as this developer. Final IK to do a VR avatar using the UMA2 character system for customizable characters. Giving the avatar an active ragdoll so it does not have to follow your hands fully, but can be blocked. But so many things to look into... also looking into terrain systems and procedural level generation systems and solutions. Getting it all to work together is the big problem. Right now I am trying to find a good AI system and then use Puppet Master with it to give the enemies active ragdolls.
But this developer has done pretty much everything I hoped to do with the characters, AI, combat and physics system. The lightning magic is so polished, so is the character system, and that stabbing system is just awesome. I am unlikely to get close to this even in two years I fear.
But multi-player would be awesome. Maybe at some point there would be some indie developer that figures out how to do it with physics based combat and shares it as an asset or something. One big problem is the ping of course, but as with other multi-player games you might get around that by doing tricks on the server / host system.
In Unity 2018.3 they finally updated the Unity physics system, its based on Nvidia PhysX. But now its at version 3.4 I think it is, and they just released version 4, so I hope Unity will implement that soon, because it sure seems to have gotten it much better.
https://www.youtube.com/watch?v=K1rotbzekf0
Can anything be done to shorten that Gap with current Tech? What kind of Ping are we talking about? What about a Lan type setup?