Quadrilateral Cowboy
First Person ShooterWhen you have a top-of-the-line hacking deck armed with a 56.6k modem and a staggering 256k RAM, it means just one thing: you answer only to the highest...
Description
Get into your garden and smash those wasps - in VR!
In Wasps! you are not the chosen one, the master of anything or born with special abilities. Forget about this!
It's your home, your garden, and you are nothing more than just anyone from the suburbs with a deep hatred for stings and buzz!
It's time to turn the tables, time to fight back and time to get those wasps out of your yard! Take you weapon and defend you property, your children and your neighborhood against those insect demons!
Also this game will be extended with future releases and more and more stuff is going to be added (for free), like additional weapons to use (chainsaws and flamethrowers anyone?), online leaderboards to find out who's the best wasp killer on the planet and much more.
The Difference
"Oh look, another wave shooter for VR. This is boring" - About 50% of VR players.
Is this your usual wave shooter? No, it is not! Then what makes it different?
Wasps! makes you sweat. Wasps! makes you panic. Wasps! thrills, and most importantly: Wasps! is incredibly funny to play!
The main differences to usual games like this are simple:
The Developer
The game has been developed by Mad Vulture Games. That is - by me. An indie developer working mostly alone on his projects on weekends and during evening hours next to a full time job.
Don't expect a big company behind this, don't expect big marketing, don't expect the big money or a bunch of investors just looking for the next thing to make the big money.
Everything you see, everything which will be released in the future, every single aspect of the game comes from my heart and has been created with joy and fun, because I love games. There's only one thing I love more. That is: MAKING games!
If you like to get in touch feel free to contact me at any of the usual channels or via Madvulture.de!
The Tech
Some insights into the tech stack, which was used at the moment and what might come next - that is not sure though.
Additionally there are some neat little details on the process and the workflow:
I've got a vague idea of features which I'll implement next, and that will most likely include the following tech stack:
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