I recently ported HW to VR and chose Oculus Go to be the first platform to publish.
So far it has been an easy process. Using OpenVR to program controllers.
Optimized nature of the game prevented any FPS drops.
Hoping to publish in this December.
I have been working on Hell Warrior VR for almost 2 years. The game is about %85 complete.
I created an AI framework called "WarriorAI" using C#.
WarriorAI manages pathfinding, position evaluation and agent moods. Watch the video to see the progress.
Game development is a challenge. The challenge grows exponentially when you are a one person team.
During the level design phase, it quickly became clear that creating levels was no easy task.
I tried to procedurally generate my levels. However this resulted in levels that didn't have a soul.
I had to be able quickly build levels but also have control over them.
Finally I came up with the idea of creating my own json-based level editor.
I built this editor in Visual Stuio 2017 using Visual C#. It allows me to place different level blocks in the
scene,
rotate them, chose themes and add as many enemies, weapons, powerups as I need.
Then my map builder script in Unity3d takes this data and instantiates objects at the start of runtime.
Level Editor, a Windows Forms application.
Map in the editor, built in Unity player at the beginning of runtime.
First person view.
After 6 weeks of intense development, I published MJA in Google Play and Apple Appstore.
Players can customize their knight's equipement and fight against computer controlled knights.
Watch the trailer below.
Here you can find the
WebGL version of the MJA. If you are using a browser with WebGL support, you can play the game.
You can also download the
Android version from
here.