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So, in contemplating where to go next with Oh Captain VR--publishers, crowdfunding, etc--I realized something:
In focusing on the bigger picture of the whole game, I've been overlooking my main priority at the moment, the demo.
I've been trying to either work on the save system, the open world, modding, or other features that won't be in the demo, when I need to be making the demo the best it can be. No, this post isn't some grand announcement about some change I'm making, it's merely an insight into how I work.
Now, technically speaking, the question is, what does this entail? I know there won't be a save system in the demo, I don't think that's necessary for something that is meant to be only a taste of the full game. However, all the mechanics will be the same. This means that when someone plays the demo, they know that the full game will be like this, but so much bigger and better in every way.
Another thing that's been bugging me is profiling. Profiling in Unity3D, I mean. When playing other VR games, I'm realizing that my game doesn't run as smoothly. Everything works totally fine and is comfortable to play for long periods of time, but it seems like my VR tracking has a little more latency than other games. This is just an optimization issue that I have to work on. Just like any game, it's a balance between performance and visuals. While Oh Captain VR does have a low-poly aesthetic, because of the amount of stuff in the scene, there definitely can be better optimization on my part. Since I only have one main realtime light (the sun/moon), this shouldn't be a problem, but I will continue to work on it.
Any thoughts? Leave a comment down below!
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