What changed
1 fix0 additions0 changes0 removals
fixed“And so I’m back, from outer space; you just walked in to find me here, with this VR HMD on my face…..” First off - APOLOGIES!! For being silent for so long; so long in fact that some of you (with very good reason) thought that I had abandoned the project all together. This is understandable considering my long public absence, but I am happy to assure you that this is not the case. I did have some time away from the game’s development as I had to go get, what our mothers would call, ‘a proper job’. I was as shocked as anyone when PFE didn’t instantly sell millions of copies and I wasn’t sat in the back of a limo flipping through ‘What Trophy Wife’. Then the Girlfriend stepped in and gave me a reality check. She said that I had to get a job because she likes the finer things in life, like ‘not being homeless’ and ‘not having to beg for food on the streets’. I tried to convince her that I was suffering for my art, but she convinced me that I would be suffering from her foot in my ass if I didn’t get jiggy on the job front. I got a job :( but to be honest, I needed a bit of a break for a little while - 18 months of 18 hour days had taken their toll and I was a bit burnt out. It wasn’t just the game dev, it was the constant changes by oculus / valve / Unity. The oculus and valve software was still basically in beta and in a constant state of flux and every time they changed something, Unity changed the game engine to keep up, which would instantly break the build I had on the dev machine and I’d lose days trying to get it back how it was. It was both heart breaking and soul destroying. Needless to say, I could not stay away for long. As soon as I got through the probation period at work, I went back at developing Push full time in my spare time (if that makes sense). To help things along, both oculus and valve now seem to have much more stable builds of their headset software and Unity has released a new version of their engine that seems stable enough for me to not want to update with every patch, which should save me weeks/months of pain. So where are we up to? Well, pretty much new everything. New camera system to accommodate different headsets. I’ve completely ripped apart the locomotion system (again!) and it’s much more stable now, revamped the mission system, re worked vehicle enter / exit system, totally re-made the tracked controller layer to easily accommodate new controllers, nailed in the support for Oculus touch, re made picking up weapons, fixed the issue with picking up turrets on the resource planets, basically everything that anyone was having issues with, I’ve taken back to bare metal and started again. It’s been a slog, but now I have a solid foundation to build the rest of the game on. So no Guys, not given up; I couldn’t if I wanted to. I love the project too much to just walk away and I get such a massive kick when I create something new or implement a new feature. Hell, it’s like being Flynn - Digital Jazz man! Why so silent for so long? Well, I needed to have a fixed and improved version of the
Push For Emor changes
fixed“And so I’m back, from outer space; you just walked in to find me here, with this VR HMD on my face…..” First off - APOLOGIES!! For being silent for so long; so long in fact that some of you (with very good reason) thought that I had abandoned the project all together. This is understandable considering my long public absence, but I am happy to assure you that this is not the case. I did have some time away from the game’s development as I had to go get, what our mothers would call, ‘a proper job’. I was as shocked as anyone when PFE didn’t instantly sell millions of copies and I wasn’t sat in the back of a limo flipping through ‘What Trophy Wife’. Then the Girlfriend stepped in and gave me a reality check. She said that I had to get a job because she likes the finer things in life, like ‘not being homeless’ and ‘not having to beg for food on the streets’. I tried to convince her that I was suffering for my art, but she convinced me that I would be suffering from her foot in my ass if I didn’t get jiggy on the job front. I got a job :( but to be honest, I needed a bit of a break for a little while - 18 months of 18 hour days had taken their toll and I was a bit burnt out. It wasn’t just the game dev, it was the constant changes by oculus / valve / Unity. The oculus and valve software was still basically in beta and in a constant state of flux and every time they changed something, Unity changed the game engine to keep up, which would instantly break the build I had on the dev machine and I’d lose days trying to get it back how it was. It was both heart breaking and soul destroying. Needless to say, I could not stay away for long. As soon as I got through the probation period at work, I went back at developing Push full time in my spare time (if that makes sense). To help things along, both oculus and valve now seem to have much more stable builds of their headset software and Unity has released a new version of their engine that seems stable enough for me to not want to update with every patch, which should save me weeks/months of pain. So where are we up to? Well, pretty much new everything. New camera system to accommodate different headsets. I’ve completely ripped apart the locomotion system (again!) and it’s much more stable now, revamped the mission system, re worked vehicle enter / exit system, totally re-made the tracked controller layer to easily accommodate new controllers, nailed in the support for Oculus touch, re made picking up weapons, fixed the issue with picking up turrets on the resource planets, basically everything that anyone was having issues with, I’ve taken back to bare metal and started again. It’s been a slog, but now I have a solid foundation to build the rest of the game on. So no Guys, not given up; I couldn’t if I wanted to. I love the project too much to just walk away and I get such a massive kick when I create something new or implement a new feature. Hell, it’s like being Flynn - Digital Jazz man! Why so silent for so long? Well, I needed to have a fixed and improved version of the
“And so I’m back, from outer space; you just walked in to find me here, with this VR HMD on my face…..” First off - APOLOGIES!! For being silent for so long; so long in fact that some of you (with very good reason) thought that I had abandoned the project all together. This is understandable considering my long public absence, but I am happy to assure you that this is not the case. I did have some time away from the game’s development as I had to go get, what our mothers would call, ‘a proper job’. I was as shocked as anyone when PFE didn’t instantly sell millions of copies and I wasn’t sat in the back of a limo flipping through ‘What Trophy Wife’. Then the Girlfriend stepped in and gave me a reality check. She said that I had to get a job because she likes the finer things in life, like ‘not being homeless’ and ‘not having to beg for food on the streets’. I tried to convince her that I was suffering for my art, but she convinced me that I would be suffering from her foot in my ass if I didn’t get jiggy on the job front. I got a job :( but to be honest, I needed a bit of a break for a little while - 18 months of 18 hour days had taken their toll and I was a bit burnt out. It wasn’t just the game dev, it was the constant changes by oculus / valve / Unity. The oculus and valve software was still basically in beta and in a constant state of flux and every time they changed something, Unity changed the game engine to keep up, which would instantly break the build I had on the dev machine and I’d lose days trying to get it back how it was. It was both heart breaking and soul destroying. Needless to say, I could not stay away for long. As soon as I got through the probation period at work, I went back at developing Push full time in my spare time (if that makes sense). To help things along, both oculus and valve now seem to have much more stable builds of their headset software and Unity has released a new version of their engine that seems stable enough for me to not want to update with every patch, which should save me weeks/months of pain. So where are we up to? Well, pretty much new everything. New camera system to accommodate different headsets. I’ve completely ripped apart the locomotion system (again!) and it’s much more stable now, revamped the mission system, re worked vehicle enter / exit system, totally re-made the tracked controller layer to easily accommodate new controllers, nailed in the support for Oculus touch, re made picking up weapons, fixed the issue with picking up turrets on the resource planets, basically everything that anyone was having issues with, I’ve taken back to bare metal and started again. It’s been a slog, but now I have a solid foundation to build the rest of the game on. So no Guys, not given up; I couldn’t if I wanted to. I love the project too much to just walk away and I get such a massive kick when I create something new or implement a new feature. Hell, it’s like being Flynn - Digital Jazz man! Why so silent for so long? Well, I needed to have a fixed and improved version of the