Frostpunk’s final timelapse of the player’s entire playthrough is a lovely cherry on top of an excellently designed game.
Frostpunk (PC) —
It’s not often I reach the end of a city management game. Well, for one thing, city management games don’t usually have endings — but the addition of a meaty narrative is exactly what kept involved until the end.
It’s interesting that VR players who use joystick locomotion end up using room-scale movements much less often. Watching people play HLA with joystick; where I would have just taken a step forward, people are doing lots of micro movements to adjust their position.
Freediver: Triton Down likes to spawn the player with the head right above the water, which makes sense for the subject matter and is also extremely unsettling. (I can’t swim.)
As far as passive VR narrative experiences go, they’ve done an excellent job of adding interactivity to make you part of the story without it feeling forced.
Huh, I didn’t even know Minecraft Earth was out. It… doesn’t make a great first impression, does it.
Procedural animation in 10 steps
#madewithunity #unitytips #unity3d #gamedev #indiedev
I’ve been thinking all afternoon about how I’d go about designing my own escape-room VR game but, like all my ideas these days: this too shall pass.
Well, that’s The Room VR finished, in three hours according to Steam. It’s… okay, I guess. My bad for expecting too much, but I feel like Fireproof has done so much with touchscreen puzzles, they could have made more of an effort to take advantage of VR.
Needless to say, my appreciation of the game isn’t helped by having played Alyx earlier this week. I particularly wish I could teleport freely to explore the scene — take a hint from Valve and use lighting to emphasize active areas, instead of restricting my movement.
There’s a puzzle early on where you have to move an object around in your hand to activate it, and I wanted a lot more of that.
Looks like I’m 3/4 of the way through The Room VR… which makes sense considering the price. I’m not sure why they had to make a new game instead of porting the old ones, when very few of the puzzles actually take advantage of VR. It’s… fine, I guess 🤷🏻♂️
Yesterday I left Alyx after encountering three heavy Combines in ten minutes and I don’t feel particularly impatient to get back in. I wish Valve’s first AAA VR game didn’t have to be a Half-Life game.