ShowdownVR: Difference between revisions
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There is a wide variety of approaches for players to use. The goal is very simple: score the largest amount of points possible in the time given to you. By dodging plasma projectiles you gain points and combos to earn action points. These can be used for the following perks: teleporting, attack, multi-attack, slowing down time. By killing your foes you gain additional time, which enables you to score more points. Enemies can be killed by your projectiles or can get run over by a ship that you can control at any time, even when you're not on it. They can also get knocked out and drown when hit by a larger wave. When you get hit, you don't gain a point and your combo progress decreases. This makes it harder to gain action points that enable the use of player's abilities - which in return enable player to gain more points. | There is a wide variety of approaches for players to use. The goal is very simple: score the largest amount of points possible in the time given to you. By dodging plasma projectiles you gain points and combos to earn action points. These can be used for the following perks: teleporting, attack, multi-attack, slowing down time. By killing your foes you gain additional time, which enables you to score more points. Enemies can be killed by your projectiles or can get run over by a ship that you can control at any time, even when you're not on it. They can also get knocked out and drown when hit by a larger wave. When you get hit, you don't gain a point and your combo progress decreases. This makes it harder to gain action points that enable the use of player's abilities - which in return enable player to gain more points. | ||
===Showdown: Virtual reality carnage=== | ===Showdown: Virtual reality carnage=== | ||
Every copy of the game comes bundled with an accompanying piece of work in a form of a book " | Every copy of the game comes bundled with an accompanying piece of work in a form of a book "". A personalized white paper about the implementation, customization and usage of features in Unreal Engine 4 during the development of virtualy reality game ShowdownVR. It presents a strong practical case of why open source game engines are the future. You can find it in game's directory under "Bonus content" folder. | ||
===Gameworks=== | ===Gameworks=== | ||
Quick word on using NVIDIA's tech. The exact tech specifications are available in white paper " | Quick word on using NVIDIA's tech. The exact tech specifications are available in white paper "", released with the game. But there is a very fundemental, objective reason for using these features: it's the best performing piece of code out there. It's important to remember that most problems with GM come with bad implementations. Showdown's water takes about 1ms on CPU and about as much on GPU, no matter the GPU brand! Everything is controlled by me in Unreal's source code, there is no over-tesselation or any similar bottlenecks. Multi-Res Shading works only on NVIDIA and is a bonus option. | ||
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<br>Nejc L., | <br>Nejc L., |