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Steam News10 February 20188y ago

Happy birthday to PowersVR

Well, it's been an year since I released PowersVR in Early Access and after a lot of back and forth and community feedback I feel like we're getting somewhere!

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addedWell, it's been an year since I released PowersVR in Early Access and after a lot of back and forth and community feedback I feel like we're getting somewhere! If you've been following these posts you'll know that after the initial few content patches I've moved on to only working on the story mode, and while progress is slow, it's certainly happening. As maps get bigger and more detailed I've put in extra time to tinker with lighting and optimization. One of the problems with having cities is...well someone has to make the city, and that's quite the task for a one-man team. So I've been working on some tools and systems to make the endeavor a bit lighter. Using systems I've talked about before and some new ones I'm slowly getting comic book New York to feel more alive. Most notably I've recently finished a dynamic path system, where a street, or train tracks or anything similarly linear that can bend will be generated along a spline. As well as allow to cyclical items to be generated along it's edges, like street lamps, or signs. In addition you'll notice some basic cars. This is just an image, but trust me, in the real thing they move along the roads. Very advanced stuff. Well not very, but moderately. Cars, signs, fire hydrants, lights, buildings all these systems now allow me to make a pretty good playground for would-be superheroes to unleash their powers. Additionally I've taken on the new task of learning to properly make 3D models from start to finish. High-poly, retopology, texturing, rigging and animation. All things I gotta learn to do, so wish me luck. My progress so far is getting most of Professor Hex sculpted, so there's a long way to go, but we'll get there! Lastly I want to thank everyone who became part of this game. PowersVR raked in about 1700 sales in it's first year as an indie VR game, which is (statistically speaking) great. It got covered by a few major YouTubers and got me showcasing at conventions which was so much fun (although my legs still hurt from being up all day). I've always wanted to make games, but I never really understood what that's like until I starter making this one. And it's tough, but seeing people's reactions makes it absolutely worth it. So let's make this year even better :)

Well, it's been an year since I released PowersVR in Early Access and after a lot of back and forth and community feedback I feel like we're getting somewhere! If you've been following these posts you'll know that after the initial few content patches I've moved on to only working on the story mode, and while progress is slow, it's certainly happening. As maps get bigger and more detailed I've put in extra time to tinker with lighting and optimization. One of the problems with having cities is...well someone has to make the city, and that's quite the task for a one-man team. So I've been working on some tools and systems to make the endeavor a bit lighter. Using systems I've talked about before and some new ones I'm slowly getting comic book New York to feel more alive. Most notably I've recently finished a dynamic path system, where a street, or train tracks or anything similarly linear that can bend will be generated along a spline. As well as allow to cyclical items to be generated along it's edges, like street lamps, or signs. In addition you'll notice some basic cars. This is just an image, but trust me, in the real thing they move along the roads. Very advanced stuff. Well not very, but moderately. Cars, signs, fire hydrants, lights, buildings all these systems now allow me to make a pretty good playground for would-be superheroes to unleash their powers. Additionally I've taken on the new task of learning to properly make 3D models from start to finish. High-poly, retopology, texturing, rigging and animation. All things I gotta learn to do, so wish me luck. My progress so far is getting most of Professor Hex sculpted, so there's a long way to go, but we'll get there! Lastly I want to thank everyone who became part of this game. PowersVR raked in about 1700 sales in it's first year as an indie VR game, which is (statistically speaking) great. It got covered by a few major YouTubers and got me showcasing at conventions which was so much fun (although my legs still hurt from being up all day). I've always wanted to make games, but I never really understood what that's like until I starter making this one. And it's tough, but seeing people's reactions makes it absolutely worth it. So let's make this year even better :)

Source

Steam News / 10 February 2018

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