Tagged "vr design tips"
It can be a difficult job defending the entire kingdom with nothing but your bow and your own two hands. Nocking arrows is hard work, the sharp points are a hazard, and it’s a good way to get tennis elbow. That’s where turrets come in - they’re your allies in destruction.Read more →
A lot of work was put into making sure Another Reigny Day has just the right curve to its difficulty. There’s a delicate balance to making sure the game is putting the right amount of hurt on the player at the right time. To do this, we carefully iterate and tweak the difficulty by manipulating certain variables.Read more →
The people who play our games aren’t mind-readers (though that would certainly make things easier), so it’s important to let them in on the rules and controls for whatever adventure they’re about to embark on.Read more →
It’s been said that you should know thine enemy, so let’s get down to some studying. Here are some of the enemies you’ll be up against in Another Reigny Day.Read more →
Hey friend, I'm dook, a programmer/designer working on Another Reigny Day, A VR castle defense game for the HTC Vive. Designing games for VR can be a daunting task, since the medium is so new and always shifting. So we've compiled a small list of problems we've had, and solutions we've found to fix them. Quick disclaimer, I don't intend this article to be an authority on how to do things in VR, they're just things we've picked up along the way and that have worked for us. VR design is such a volatile and subjective thing that everything in...Read more →