slyvuh

@SlyVuh
38 Followers
327 Following
49 Posts

VR dev running @hissingbell

Making YoFengYo, a VR arcade game where you fly a remote controlled ship around in a giant cage that's infinitely tall

I'll mostly be doing devlog/wip type posts on here

YoFengYo Steam Pagehttps://store.steampowered.com/app/2439340/YoFengYo/
YoFengYo Gameplay Trailerhttps://youtu.be/PN5pPcj2Yr8

RE: https://mastodon.gamedev.place/@hissingbell/116364625017161414

YoFengYo has a steam page now, and a little gameplay trailer. Progress! It's a pretty unique VR game; feels a little bit like flying a kite, believe it or not. Please have a look and wishlist it.

#vr #indiegamedev

Made a new animation system to work with unreal poseable meshes and now the "world scrubber" has a full redesign along with procedural sleep, wake, and climb animations. Sound FX work next week, along with multiplayer stuff.

#VR #UnrealEngine #gamedev #indiedev

Started running into Quest 2 perf limit, had to rethink game design, which provided a lot of clarity and now I'm happier with the direction of things.

Also now have this line of sight material swap so the player doesn't lose sight of their Feng ship.

#VR #UnrealEngine #gamedev #indiedev

it's been sound production for the last month. more familiarity with Bitwig, but unnerving to "leave" the actual game for so long.

worked on "FengCam" (ship POV) material today (still not ready to include sound in the videos quite yet)

#VR #UnrealEngine #indiegame #gamedev

Added the "FengCam" which gives you a little ship POV screen under your controls, very helpful for double-checking your Feng's alignment. Also have the new "dagger" obstacle type seen here hitting the Feng ship.

#VR #UnrealEngine #indiegame #gamedev #ScreenshotSaturday

phew. Got my new playlist system running for building spawn patterns. This is essentially how I will do level design, with lots of procedural variation. Seems we've got ourselves a video game here...

#VR #UnrealEngine #ScreenshotSaturday #indiegame #gamedev

While trying to get more organized I wound up completely reworking my procedural animation approach. So it goes. This blog post by Charles Boury is a great motivator anyway.
https://bsky.app/profile/charlesboury.fr/post/3l6ymjnrxsc2y

One step closer to good enough.

#VR #UnrealEngine #gamedev #indiedev #ScreenshotSaturday

Charles Boury (@charlesboury.fr)

Hey I wrote a blog post It's about setting up test-levels for art direction (and more) I'm new to this blog thing so tell me honestly what you think alright? https://charlesboury.fr/articles/scene-setup-for-art-direction.html

Bluesky Social
This feels much more comfortable to me as I don't have to work to maintain any illusion of manipulating some in-game control device (stick/handle/wheel/etc), which I think is sometimes a hidden source of mental and physical fatigue in VR.
Also want to point out, after control is engaged I'm mapping the hand positions to 2D indicators on dual virtual "screens" instead of having the player grab onto control sticks or something.

Decided to switch gears and do another pass on the motion control UI today. My system uses a single axis for yaw and pitch control and I really like how simple it is while still allowing very fine-grain adjustments, suits the arcade feel I'm going for.

#VR #UnrealEngine #gamedev #indiedev