Now that I've done some actual multiplayer tests, I'm happy to officially say I'm making an extraction horror game called DEBT that is releasing... this month! If you want to see more or try it out, hit me up :)
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Every horror game needs a "weeping angel" style monster
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Too spooky? Or just spooky enough?
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this is genius, intention and feedback are two of the biggest problems I have with hand tracking and this is a beautiful way to solve it.
“I’ve never felt such a strong sense of presence in mixed reality.” A sentiment echoed by nearly 100 people who’ve tried Sphenomenon.
I built a hands-on playground for creators to feel why the physical world is the ultimate foundation for tomorrow’s augmented interfaces.
#astra @OpenAI
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this might be my favorite asset ive ever found. its so dumb and creepy, i love it.
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my first time making a multiplayer "sorta horror" game.
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if this collab wasnt absolutely cursed looking I might consider redownloading DD2
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This game oozes atmosphere, the title may seem far fetched but dammit, I really did get scared by some squares when playing this.
Scared by Squares has just launched on Steam, so brave souls may enter its digital liminal prisonscape & cleanse corrupted primitives in creepy cooperation, in or out of VR.
#VR #MR #XR #VirtualReality #IndieGame #IndieDev #Horror #MetaVR #SteamVR #VR2Flat
store.steampowered.com/news/app/37194…
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🤖🗑️🧠
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RJ retweeted
Just a couple tweaks and the whole thing is now working with hand tracking too for #Quest. You could play the game entirely sitting on a couch with one hand, no controllers. I may have made the laziest #VR game possible 😅
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Putting political campaign stickers in kids Halloween candy you’re passing out is so incredibly lame 🫩
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The old name was pretentious. This feels right.
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as expected, Valve sounds wildly out of touch here. The existence and propagation of the VR market on Quest (yes, heavily subsidized by Meta), debunks this IMO.
Valve: We Still Believe in VR, But Content is Still 'Chicken-and-Egg' Dilemma

See more 👉roadtovr.com/valve-vr-still…
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no rest for the wicked, I threw together a nice bow on FireZone and fixed some loooong standing bugs and cleaned some stuff up so it could come out of early access today! More just finishing touches than anything - but maybe some inspiration for FireZone 2? 👀
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December 21st, 2019 - I released the very first hand tracking game on Quest, on SideQuest. A simple tower defense spinoff of Sun Shard.
This year - I'm coming back to hand tracking with a tabletop action RPG, inspired by Sun Shard again, for my submission to the Meta hackathon!
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Replying to @RJdoesVR
It's still up too! It obviously didnt age great, but besides a hastily uploaded build of the hand tracking demo scene, it was the very first playable hand tracking game available on Quest :) sidequestvr.com/app/400/sun-sh…
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Hey folks, like a lot of people this year I've been affected by layoffs, and I'm looking for my next opportunity! I'm a Lead Unity Developer looking for a similar position. I have a decade of experience, mostly XR but in small and large teams, medical, simulation, etc. DM me!
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Taking some inspiration from some classic input methods, for a classic action RPG style game - with hand tracking of course. Micro gestures are underrated and powerful - jumping with thumb taps, or switching between lock-on targets with swipes
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RJ retweeted
During development of Metroid Prime we actually had a PC version. It didn't render with any lighting (full bright) and was barely playable but the Visual Studio debugger was way better than the Power PC Metrowerks debugger. I debugged the majority of the gameplay code on PC since the crappy unlit graphics didn't matter when your debugging puzzles.

Kind of wacky to have a PC version again. I wonder if the port's renderer does the dynamic lighting and the TEV blend modes correctly.
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