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Understood
@twilaRegistered March 19, 2017Active 5 years, 5 months ago
6 Replies made

Was thinking about it, and feel like this would be a good time to work on my 3d modeling skills; started modeling the roulette wheel and should be done with it soon enough.

Basic idea would be to pair it with a pixel art shader. Toshihiro Kushizaki’s made rounds at some point:

It’s quite excellent (and that way I could render it separately for both eyes if you wanted a stereoscopic version of it).

(PS: Swapped out the example cause I found one that wasn’t as awk.)

  • This reply was modified 7 years, 1 month ago by Twila.

@Quaze: “Task Panic” sounds awesome!


@syncophono
: Not particularly attached to the idea, but, if mirroring were available to accommodate dominant hand, then the triggers would be reversed same for: A <-> Select, & B <-> Start. (It’d just be a top level mode that the player could select, though I’m guessing most left-handed players don’t care / just get used to right-handed designed stuff anyways.)

Yikes (at me), just reread all your earlier posts, @syncophono, and realized you had already addressed what I was posting about. Sorry!

Regarding, the inputs: I do like the idea of keeping things simple. Personally, would vote on the two d-pads because it leaves a lot of flexibility. Out of curiosity (just thought about this): do games tend to have a feature for mirroring the keys (if the controller is symmetric)? (I know Guitar Hero did for left handed players.) Never came to mind since I’m not left handed, but may be handy for those who are since the VB’s controller is perfectly symmetric.

As for a name, I’ll default to @syncophono’s desires since they’re curating/starting this all! @Quaze: “Virtual Rush” sounds decent (though I get a bit flattened from all the “virtual” or “VR” inclusions in game titles on the Vive and Rift end haha; it’s everywhere, but we already know its likely VR stuff!).

So, after reading over @syncophono’s reply and pausing for a second, I think I am/was still in the C++/C# mindset. C doesn’t have inheritance unless you implement it, which uses structs (if I’m not mistaken?). Plus, not sure why someone would want to extend the struct anyways, since any additional functions would be called in one of the functions that has a pointer. @KR155E, what would be the advantage of creating an inheritance? (Feel free to correct me, I’m super rusty with C.)

On a side note, @syncophono: I’d be pretty keen on being able to pass some optional information between games, that way a microgame developer could leverage it for their game’s initialization. (Like having the player’s character position be passed, if that were to be available. That way, the next microgame could start with the player at the same spot. Or maybe passing the score from the previous microgame [if there were one] to influence the difficulty of the microgame being made. Hopefully that makes sense… xD) In some sense this could be a situation where the inheritance may be useful (that way a microgame could pass arbitrary extra information in its struct, which another microgame could try to access if available?).

Would echo KR155E’s sentiments: it’d be nice if the games were original, definitely great if the code was in a public repository, and having something mini games inherit from would benefit streamlining the whole process (and is basically what syncophono seeks to do with the struct).

Sign me up for making something for this btw. 🙂

ShopGoodwill is another place to check out for a DK1 or DK2 (they drift by every once in a while).

Re: VR development. My work largely uses Unity, though you can pretty straightforwardly use something like OpenVR to definitely develop for the Vive and Oculus (for sure CV1 & DK2, don’t know about DK1) with C++. Seems like people have previously looked into DK1 with Open/SteamVR!

Can’t think what games would be good using the DK1 off the top of my head since I’m not super familiar with its capabilities. 🙁