Laser Tag VR hopes to bring the thrill of laser tag arena combat to the VR headset. With an emphasis on killer visuals, sound tracks, and the environment we hope to make things as close to the real thing as possible.
I've been trying to make these updates every few weeks to keep people in the loop of what is currently going on. These past few weeks I've been finishing one of my final two classes for school, this week being my finals week. Which means, only six more weeks of school left! That in turn means, more time I'm able to devote to making Laser Tag VR a truly great experience.
After I sat down and worked some more things out and decided I definitely won't have robots in this version of Laser Tag VR. There may down the road be a single player, or co-op version that allows for that type of game play, but I'm going for an actual laser tag feel here for the multiplayer aspect. So no robots, also, there won't be any teleporting in the base game. There may eventually be a play mode that allows teleporting, or perhaps has teleporting as a temporary power up, but currently, it is set for controls using the thumbstick and full body turning.
That being said, I have been working on the UI and am not sure if I want to go with a green, red, or blue coloring scheme. I really like the blue myself, but feel that the green has more of a traditional sci-fi feel to it, if that is even a thing. I thought that I had all of the networking figured out but am currently still working on a few things. I may have a working version of the first arena ready shortly, but the full online room creating system may not be 100% finished. This would mean you would only be able to join into a random game until I fixed everything else.
Next, I have been working on the scoreboards and system for the actual arena level, I wasn't really sure of the design yet, so I don't have any screen shots to show for that update. I've also started working on a second weapon for possible testing in the future. I'm still debating on having a hit point system or trying to stay towards the one hit and your out. I've also thought about putting in the traditional recharge stations, meaning you would need to run back and recharge in order to fire again. I'm not sure how well this would work out in the online world though, as I think combat will be a little more face paced compared to in the real world. If you have any feedback or ideas on this, please feel free to comment or send me a message.
Lastly, I've gotten some pretty good music from people on OpenGameArt and have another person I may be working with in the future as well to bring some really good music to the game. I hope you noticed the giant retro radio on display, these will be powering the sounds Laser Tag VR and I think they really add to the look of things. Speaking of the look of things, I've been going through the current level and replacing all of the wall textures and getting things situated. Things are looking good for this project and I expect to have things ready towards the beginning of the year, with perhaps a Christmas taste test for those interested and following.
I know this isn't the biggest update in the world, but it is a lot of progress and now that I've got more of the graphics I needed to complete moving forward things will start moving much faster. Right now it's just a matter of fixing some bugs and getting the level to at least a satisfactory level. I don't really like the Early Access and Kickstarter stuff so all of this has been done on a very small budget and all personal time, but I also don't want to just release another pile of crap on the community, we have enough of those as it stands.
As always, if you are interested in helping with this project, would like music featured in the project, art featured in the project, want to donate some time to help with code or just make this an awesome experience for Virtual Reality? Just want to make a donation to help things get better? Send me a message or drop a comment, lets make this an enjoyable experience and not just another tech demo or what a game could be.
Oct 26 Update: Networking is almost complete, working on some more level tweaks, UI adjustments, and getting the load out level ready. Working towards...
Developer Update: Lots of news, so little time, there's big things happening at Sibe Studios and I can't wait for you to see what we've been up to!
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