Hello!
I want to present you our first development. More precisely the second one, the first one was simply called Xenobox VR and Xenobox VR on Steam all information about it. We tried to take all the comments and suggestions of users, worked hard (and continue to work) for more than a year on what we have now. The project is maked on the Unity engine (currently version 2018.2). There was a momentary rush towards Unreal, but it didn’t work out.
VR in the title means that the project is exclusively for virtual reality (Vive and Oculus are supported). In essence, this is a wave arcade shooter that, due to its implementation at VR, forces us to move a lot.
If anyone has a desire and opportunity to test the game - contact us, we will provide a demo version. Also I will be very grateful for constructive criticis, feedback, suggestions and everything that will help make the project better and more interesting!
Storyline:
In the near future, the Earth is attacked by an extraterrestrial civilization.
The soldiers of Space Defense had fought bravely, but they were defeated, and now the last frontier is a space station equipped with the weapon that the enemy cannot resist.
To neutralize it, the enemy captured the drone control system, and is now trying to destroy the core of the station - the reactor that powers it, including the defense weapon.
You are the last hope of the planet! Your task is to protect the reactor at all costs!
What is currently implemented:
- Fully playable and customized game level. Perhaps he will remain the only one in this version.
- The storyline is all written (narration, dialogues, etc.), but the only part currently implemented is before the first boss
- There are five types of weapons with their mechanics (one-handed pistols, grenades, a sledgehammer (BOOM), and a universal thing without a name for bullying drones)
- Bonus system (for weapons and for the player)
- 3 types of enemies and one boss
- Rating and achievements on Steam servers
What is in the near future:
- Improving the system of movement and navigation of drones
- Coding the remaining storyline moments
- More weapons
- Adding more types of enemies and two bosses
- Training mode
- Bug fixes
- Fix bugs after fix bugs
- Bug fixes after fixing all bugs
- A lot of surprises, which I do not know yet
Cut gameplay video in the spoiler. In the video, the very first battle after the prologue (several waves), the dialogues and storyline moments are cut out. The video was shot for the trailer, which I will release on the weekend. Only one weapon is used, so it may look boring and monotonous, but it looks different in a headset. There is a complete mess going on in the scene, with many things influenced by random. Burning scrap and bullets are constantly flying around + spatial sound.
Screenshots: (It’s very hard to capture decent screenshots without being able to do that from the headset (1st person), but I tried what I could.
Lighting is built using the most wonderful plug-in for Unity from https://forum.unity.com/members/guycalledfrank.275716/ - an active participant in this portal.
Link to the forum topic about the plugin Bakery - GPU Lightmapper (v1.96) + RTPreview [RELEASED]
A little prologue.
Realism was very important for us. All that can be physical is physical (bullets, drones, explosions, particles, etc.), but there is a bar above which you cannot jump, physics eats up a lot of processor (in Unity, it does not count on the GPU yet). Even if you don’t touch upon performance issues, another equally important one arises - it’s still an arcade, not a simulator, it’s very difficult to catch this balance. All suggestions and feedback are welcome. The project is not yet on Steam and there is very little time to make the final edits to this BETA version.
Breathed deeply, ready for criticism!