Це відео не доступне.
Перепрошуємо.

VR Dev Chat - Vengeful Rites

Поділитися
Вставка
  • Опубліковано 18 сер 2024

КОМЕНТАРІ • 16

  • @DeepDiveInteractive
    @DeepDiveInteractive 4 місяці тому +13

    Thanks for having us on! We had a great time chatting with you Mr. VR Voice!

    • @MrVRVoice
      @MrVRVoice  4 місяці тому +3

      All my pleasure, you’re great guys.

  • @SirPonnd
    @SirPonnd 4 місяці тому +5

    The moment the devs said they took inspiration from Ocarina of Time, I was sold. Gonna download it as soon as I'm off work.

  • @RacerXJG
    @RacerXJG 4 місяці тому +2

    I full on love this game. I'd throw my fireball, grab it with my grav spell and float it into the face of a mob. Same with arrows thats shot at me. Catch them in mid air.

  • @golongself
    @golongself 4 місяці тому +2

    Thanks for adding the chapters. The last few were very interesting.

  • @vu1c3n61
    @vu1c3n61 4 місяці тому +2

    Great to see

  • @ScratchedWinter
    @ScratchedWinter 4 місяці тому +2

    valuable interview! im interested in playing this

  • @Darira-D
    @Darira-D 4 місяці тому +1

    I love how you made interviews, good job

  • @PetrusEksteen
    @PetrusEksteen Місяць тому

    1:24 100% agree on the idea of spending a couple hours on QoL features, it's amazing how some things are actually really simple to implement but make a big difference to gameplay, or at least increase immersion. For example in Blade & Sorcery when you eat an apple, the core remains and you can toss it aside, while in another game the entire apple just vanishes. It's a tiny detail which most people can forgive if it's absent but it does add to the experience. This is why Half Life Alyx's limited gameplay opportunities are so disappointing - they have this beautiful world and polished experience but the gameplay has no depth and leaves you constantly wanting more from it. It does have a handful of these QoL features (like wearing a bucket on your head which can save you from a barnacle despite obscuring your vision) but they are few and far between due to most of the game amounting to walking and plinking Combine with a pistol.

  • @stevebobowski3507
    @stevebobowski3507 3 місяці тому

    Tales of glory requires you to swing the weapon with intent to land a hit successfully

  • @avaron_VR_Gamecat
    @avaron_VR_Gamecat 4 місяці тому +1

    ❤ Most important point #2 for VR gaming 2:27:22 is that almost ALL pvp VR games shooters or sword-fighters need TWO leader-boards to compete on for both types of players.
    VR normal-diffculty mode,
    ..and
    VR hardcore aka veterans-tournament mode,
    ..For veterans who need much more detailed combat mechanics. In VR there is no way to balance the two gamer types that exist in a single play style game fairly. Every game needs to cater to both players, or you lose both types of gamers and your game is doomed to low player base without both plsy styles. To solve this huge dilemma the VR-game needs two leaderboards one for nomal more casual gamers to play on, and the more hard & realistic to play veteran/hardcore leaderboard for those that crave realism to play on. This is the only way to solve this age old argument of "its to hard" vs "to easy" because of lack of realism without losing both players which leads to game failure. The player selects the style at start up and can switch back and forth after each game or master his chosen leaderboard game style. its the only way to not fail do to the age old arguments. ❤🎉
    p.s. Even some single player games need these two types of player difficulty level selector leaderboard type selectors, so that once you beat a game with the dreaded sword waggle "princess" fight-style you can then try your metal on the more realistic much harder to master hard difficulty level where real swinging is required, and sword wagglers are instantly disarmed & decapitated. LoL 😂🎉😂🎉
    Whether the new hard diffculty level opens up at the singleplayer game ending, or is selectable at startup depends on type of singleplayer game. ..In pvp games tho they always are selectable at startup.
    "It is the way", the only way to get both casual gamers and hardcore gamers to play the same game period. Happy VR'ing!

    • @PetrusEksteen
      @PetrusEksteen Місяць тому

      It reminds me of laser tag - do you want to aim properly and check your corners, or do you want to sprint through the building, spinning the gun above your head or reflecting it off the ceiling. The former philosophy is one of immersing yourself in the experience whereas the latter caters to the competitive sense of exploiting every mechanic to completely optimize the experience to be as efficient as possible.

  • @kalfaxplays7899
    @kalfaxplays7899 2 місяці тому

    im going to try the demo to see if i like the game :) will buy if i like the demo!

  • @avaron_VR_Gamecat
    @avaron_VR_Gamecat 4 місяці тому

    THE MOST important point in gaming 11:10 and especially in VR!! Love your show MrVoice the mastermind of the MrVrVoice show. :)
    ...When you beat a game with the waggle, (I call it the princess wave) it should give you an alternate princess ending! A humilitory humiliation ending Lol, with your NOW princess character waving the sword like you did in game, like a Rick-Roll video gag. Instead of the real ending. 🎉😊🎉

    • @MrVRVoice
      @MrVRVoice  4 місяці тому

      Love it, great idea! I would absolutely implement that idea if I ever find myself in a position to do so, I’d find it very amusing (as both player or creator) while simultaneously being a good lesson 👍🏻😄👍🏻

  • @RavenTaleLive
    @RavenTaleLive 4 місяці тому

    A future where AI completely creates an entire game that's actually playable is still way too far from our present day. most AIs of today never experienced a game. they are just "Large language models". they lack the sensors required to fully comprehend what a game is in the first place, let alone create an entire game then create an impactful experience... because for that not only do they need to have experienced games the same way we do via our senses, but also have a very similar neural reward structure in order to understand which parts of the game feel "satisfying" to a human. it's still way too far into the "sci-fi" realm it's likely not going to happen anytime soon.
    AI assisting in gamedev is a whole different thing. each individual task on its own is simple enough for these models to tackle. 3d mesh/sfx generation is slowly improving but we're still far from a point where you can get decent gameready results without some cleanup. for code you really need to know exactly what you want and what you want needs to be relatively simple in order for an LLM to generate something that's usable it ends up mostly being a time saver at best.