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A jam submission

RixerView game page

6dof Space Combat Sim with sp, co-op, and pvp
Submitted by RixerDev — 2 days, 23 hours before the deadline
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Rixer's itch.io page

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Comments

(+1)

https://www.twitch.tv/videos/2563708225

I honestly have nothing to say. Extremely polished, extremely solid. You probably know what you're doing and don't need any "keep it up" feedback lol.

The only thing I'd complain about is the UI scaling. While text UI can be scaled - the ship UI was a bit hard to read. Same with tutorials - they were a bit too wordy and long for my liking.

But those are extremely minor nitpicks in an overall extremely cool demo!

Developer(+1)

Thanks man, i've cut down the wordiness in a lot of the tutorials (That targeting tutorial was ridiculously long and nobody was reading it, it's shortened and separated). A global UI scale option is on my todo list, should be helpful. The cockpit itself is 3d so it's a bit tougher, but you can move your pilot's head position closer and adjust the field of view to make it very large i suppose. So many settings does make it more difficult to find them when wanted, stuff but at least it's there for those who need it.

Glad it feels so polished already!

(+1)

Really polished, really immersive. I've never played a game with vehicle controls like that but I thought it was pretty intuitive! I saw some other people comment on this and I was also feeling a bit disorientated / dizzy at times, I'll try out the settings you suggested but if it's a common issue it might be good to have those as the default. Still it's an insanely high quality game and I struggle to give suggestions beyond that.

Developer

Thanks for giving it a try! I'm considering copying what i've seen in some games where they give you a questionnaire on first launch. Something that can adjust camera settings and initial controls based on the person's experience level with flight games and 6dof.

Minimizing the camera sway settings is one thing, but there's also alternate mouse control modes under input options (fps-like and one-to-one). If you happen to try it again it would be helpful if you could try those out! I'd really like to narrow down which setting is the key for solving newcomer dizziness so i can cluster those settings into one startup option.

Developer

The SteamVR opening thing should be fixed as of the new version i just uploaded. The tutorial order was bugged and now seems fixed, and i cut a bunch of extra text people weren't reading from a lot of the tutorials as well. Hopefully that improves the demo a bit!

Submitted(+1)

This is hella polished! Only pieces of feedback I have is that it keeps trying to start up SteamVR on launch. (I have a whole setup but it's packed up from a move.) Also, during the intro it seemed like my guns overheated but the heat UI said it was at 0%. The guns were bright orange and had a delayed firing effect so I assumed they ACTUALLY overheated. If it's intended that damage could knock out sensors on your ship, then it's golden.

Submitted(+1)

this is a professional grade game. astonishing
i only had two issues:
some occasional framerate drop when there are a lot of particles on screen
and, after playing for a while, i honestly kind of felt dizzy.
i wasn't using a vr headset and yet it almost felt like i did
i guess i'm not used to six degrees of freedom games, but the way moving the mouse around rotated the entire ship fucked with my eyes and i never got used to it

Submitted

Crashes, launches discord instead of the game.

Developer (1 edit) (+1)

That's extremely weird. it's probably because i tried to add discord rich presence bullshit though it wasn't supposed to be for the demo. If it's force opening discord though i'm just going to remove it, it's supposed to be "if you already have discord open" not "open discord". Thanks for the find. I can't get it to crash though, can you send the crashdump?

Edit: I uploaded a new build where this should be fixed

Submitted

It was alt-tabbing to discord loading updates (i close discord because it is banned in Russia and I idk if i got login credentials at me, so game closes as well)

Developer(+1)

Ah alright, I just uploaded a new v2 build with some tutorial fixes and there should be no more discord opening bullshit. I regret integrating that.

Submitted

Why it launches SteamVR?

Developer

I would think that's the VR support triggering it. Normally in steam we use -nohmd as a default launch option unless people select VR, but in the demo it's just running the .exe directly. I don't have my VR installed on this pc right now so i didn't notice that it was launching steamvr on the demo. You can launch  the .exe with -nohmd and it will not start steamvr, i will figure out how to fix this for a next version.

Submitted(+1)

Impressive game. A lot of elements already feel very robust.
Played the tutorial, quit after because the game game me really bad sea sickness lol!
I wanna try MP, I bet it's a crazy time. 
Critiques right off the dome: Make hit sounds and shooting sounds better and more dynamic
I've never seen you post before but I see you're in the discord. Definitely one of the more powerful aggy devs!

Developer(+1)

Thanks man!

For what it's worth sound wise, the intro mission gives you an ion peashooter, the worst weapon in the game. It's designed to sound weak and akin to a wet noodle, it is also a powerful disrespect to peashooter someone to death in mp with such a weapon. I guess the problem is, everything in the intro is using peashooters... I'll figure something out.

The sea sickness may be solvable with some of the options, we have a wide 110 default field of view as well as some minute camera sway on by default. Specifically you'll want to adjust the FoV to taste, and then zero the following: Cockpit sway strength, look ahead strength, roll ahead strength. That may resolve it for you, but everyone is different.

Submitted(+1)

Oh cool! I'll try playing more later