Playstation VR

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oxo
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Re: Playstation VR

Post by oxo »

Agree with the some of the Ninja leaderboard scores.....crikey i'm no where near either.

I didn't take the plunge on Lethal, mainly due to the amount of negativity surrounding it (sorry).
I think it comes back to one thing, please please please release demos of your games, especially if you are a small developer.
I'm sure Lethal isn't as bad as some of the comments on Reddit make it out to be, but i'd really like to try it before dropping my cash.
Sorry if that seems harsh for such a cheap game but there's just so much out there to buy at the moment.
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Re: Playstation VR

Post by Misfit »

oxo wrote:Agree with the some of the Ninja leaderboard scores.....crikey i'm no where near either.

I didn't take the plunge on Lethal, mainly due to the amount of negativity surrounding it (sorry).
I think it comes back to one thing, please please please release demos of your games, especially if you are a small developer.
I'm sure Lethal isn't as bad as some of the comments on Reddit make it out to be, but i'd really like to try it before dropping my cash.
Sorry if that seems harsh for such a cheap game but there's just so much out there to buy at the moment.
I agree completely. The caveat here, and why I went ahead and bought Lethal, is I tend to buy any stuff (that I have the platform to run it on) that a fellow yakker has been involved in. I guess as a fellow (non game) software company owner I like to support other little guys I 'know'.

I don't regret buying it at all.

The £8 asking price is less than it cost me to go to see Rogue One and less than the two beers I had at the Christmas lunch the other day. Both of those didn't things didn't last long, so how much do I need to get out of a game to be worth £8? On those scales it's worth £8.

It's funny how the mind will let you waste money easily on entertainment with no lasting value, but not on software which will usually last at least as long and cost less...

But I 100% agree there should be more demos.
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Re: Playstation VR

Post by CrashedAlex »

Thank for giving us a chance and supporting our work. We rely on folks like you to continue.

I've posted on the sub-reddit - it seems we live in an age where people very easily cry wolf at the developers. But we have no way of knowing if they have configured an optimal PSVR setup. I also doubt that the developers of Fruit Ninja are doing anything different in their use of PSVR tracking than we are.

Here are some pointers on setup that Phil, our programmer on LethalVR wrote earlier today (small team of 7, two coders, one artist)

The PSVR is significantly better at tracking when:
• The camera is as high as possible
• You set your head position properly in the set up screen when the game boot
• The room is as dark as possible
• You are between 3 and 5 ft from the camera


The camera is poor at tracking anything moving. This meant that we couldn't have the same motion we had for throwing actions as on the HTC Vive.

Here is exactly how throwing works:

• The knife will go exactly where you are looking so look at what you want to hit and where you want to hit it
• The speed of the knife is based on how fast you flick your wrist at the point the Move Controller trigger is released. The best action is to not move your arm too much and to flick your wrist to control how far the knife goes.
• In summary just look where you want to throw, hold the controller at chest height and in front of the chest, flick your wrist towards the target and release the Move Controller trigger.

We self-funded our game. We set a strict budget and strict timeframe, and stuck to it. There are always a million ideas and improvements that come when you're actually making something new for the first time. But as we were already taking a significant risk (by making something on our own, with no backing, on what is currently a niche piece of hardware) we didn't have any more money to make any more than what we were able to make. The UI was super bare bones due to transparency effects being over budget in the non-forward-rendered version of UDK that was available at the time we made the game.

As Giles and Jeff can attest here, it's *very* expensive to make, submit, and release a game for the PlayStation. As to the question about a demo, again, something we would have loved to have done, but a luxury we simply could not afford. We feel that a tenner is a fair price to pay for several months of our work. Just like Jeff, we're not driving Ferraris either - we're just a small team trying to have a go and keep going making games.

It's a simple fun independent game. As I wrote on Reddit, support your local PSVR developer! There aren't many of us.
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Re: Playstation VR

Post by snaff »

Does Lethal work with the DS4 or is it move controller-only? Move controllers don't seem to be in stock yet. I found the shooting gallery in the VR Worlds demo lots of fun.
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Re: Playstation VR

Post by chub »

snaff wrote:Does Lethal work with the DS4 or is it move controller-only? Move controllers don't seem to be in stock yet. I found the shooting gallery in the VR Worlds demo lots of fun.
It says on the PS Store that it's Move controller only. I'm not sure I've ever seen the PS4 Moves in stock anywhere, so for me sadly Lethal VR will have to wait.
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Re: Playstation VR

Post by Jamesac »

I actually picked up a couple of Move controllers before PS VR for $8 apiece, because they were pretty common this Spring. Too bad I didn't end up able to fit the PS VR into the budget.
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Re: Playstation VR

Post by CrashedAlex »

Our game requires two Move controllers. It features knife throwing, and we decided we would have been spending time making our game worse if we'd compromised it to use the controller. It began life on the HTC Vive, which ships with two perfect motion tracked controllers. Bringing it to PSVR on a joypad felt like a step too far too us.

There does seem to be a shortage of both the hardware and the controllers right now. As developers, Sony were unable to supply us with any. You just get the PSR development kit. They told us to try CEX!!

Our Lethal programmer Phil, wrote a detailed post about tracking and how he approached it in the Reddit post below.

https://www.reddit.com/r/PSVR/comments/ ... _expected/
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Re: Playstation VR

Post by WladimZappo »

Anybody else having trouble with fruit ninja VR?

Theres almost no incoming fruit in arcade mode - anybody else experiencing this?

WZ
There are other worlds we can't see...
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Re: Playstation VR

Post by Misfit »

WladimZappo wrote:Anybody else having trouble with fruit ninja VR?

Theres almost no incoming fruit in arcade mode - anybody else experiencing this?

WZ
I read a few people on Reddit were lacking fruit, so you aren't alone, but I didn't see any suggested fixes.

Too much fruit here....
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Re: Playstation VR

Post by WladimZappo »

Five a day...
There are other worlds we can't see...
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Re: Playstation VR

Post by Chirpychicken »

There is a massive sale on psn including lots of vr stuff.

I've splurged some bonus Xmas cash on the following:

VR games-
Headmaster
Driveclub
Battlezone
Gunjack
Eve Valkerie

None VR -
Enter the Gungeon
Salt and Sanctuary

I'm now broke but happy lol
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Re: Playstation VR

Post by Chontler »

Rise of the Tomb Raider is in the sale. It's a great game - like Unchartered but better imo. It has a bonus explore the mansion in VR mode that's like Resident Evil without the scares.
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Re: Playstation VR

Post by phattslagg »

Just pulled the trigger on Lethal and Thumper :)
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Re: Playstation VR

Post by phattslagg »

WladimZappo wrote:Anybody else having trouble with fruit ninja VR?

Theres almost no incoming fruit in arcade mode - anybody else experiencing this?

WZ

I did read some reports of buggy behaviour in Arcade mode, so I've stuck to Classic and Zen so far with no problems. Have to say it could be my favourite game so far, much to my surprise.
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Re: Playstation VR

Post by zbandito »

That werewolves game is multiplayer but doesn't seem to support move
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