F5F Stay Refreshed Software PC Gaming I'm going to create a game...

I'm going to create a game...

I'm going to create a game...

Pages (3): Previous 1 2 3
F
FoxFire2
Junior Member
12
12-19-2016, 11:59 AM
#21
We’re thinking about using teleportation instead of walking in VR to avoid motion sickness. Players often feel dizzy when moving physically, so switching to instant jumps helps keep them comfortable.
F
FoxFire2
12-19-2016, 11:59 AM #21

We’re thinking about using teleportation instead of walking in VR to avoid motion sickness. Players often feel dizzy when moving physically, so switching to instant jumps helps keep them comfortable.

P
69
12-19-2016, 03:28 PM
#22
I’m thinking about using teleportation as my primary way to move, since it doesn’t cause nausea. I’ve got a plan and I know for sure.
P
Pinkpineapples
12-19-2016, 03:28 PM #22

I’m thinking about using teleportation as my primary way to move, since it doesn’t cause nausea. I’ve got a plan and I know for sure.

L
Ladenoeffnung
Junior Member
49
12-26-2016, 02:46 PM
#23
Depends on several factors: your familiarity with available tools, your learning speed, the level of detail you aim for, and the interactive elements you want to add. Building a basic island with simple textured models is straightforward if you already know modeling, animation, texturing, and programming. The more intricate your project, the greater the effort required. If you're comfortable with Unreal Engine and use existing assets, you can develop quickly. However, adding complex features will demand significant time. You can review developer content to see typical timelines: https://www.youtube.com/user/WolfireGames/videos. Many developers are actively working on projects like Overgrowth, which currently has five programmers. The Wolfire team appears experienced and skilled. Using a pre-built engine and standard tools avoids the need for extensive coding.
L
Ladenoeffnung
12-26-2016, 02:46 PM #23

Depends on several factors: your familiarity with available tools, your learning speed, the level of detail you aim for, and the interactive elements you want to add. Building a basic island with simple textured models is straightforward if you already know modeling, animation, texturing, and programming. The more intricate your project, the greater the effort required. If you're comfortable with Unreal Engine and use existing assets, you can develop quickly. However, adding complex features will demand significant time. You can review developer content to see typical timelines: https://www.youtube.com/user/WolfireGames/videos. Many developers are actively working on projects like Overgrowth, which currently has five programmers. The Wolfire team appears experienced and skilled. Using a pre-built engine and standard tools avoids the need for extensive coding.

Z
zWeeek_
Member
50
12-26-2016, 09:38 PM
#24
Overgrowth?! Are you certain this game isn't over? I stopped following it long back.
Z
zWeeek_
12-26-2016, 09:38 PM #24

Overgrowth?! Are you certain this game isn't over? I stopped following it long back.

X
XenkerPT
Member
158
12-26-2016, 11:24 PM
#25
They continue to share developer insights, indicating progress is ongoing. Although it started as a solo effort—similar to the approach some creators are considering—it has expanded over time with team members joining recently. They’ve also reimplemented Lugaro within the Overgrowth engine, making it playable now. Public mod tools have seen significant improvements, and new technical features are regularly added. It seems they’ve brought in someone focused on campaign development, though details remain unclear. Recent videos suggest plans to tackle campaign content within the past year. Creating something like Overgrowth demonstrates the immense time and effort needed to build a highly detailed engine from the ground up. However, many of its advanced elements may not align with typical developer priorities, even though they’re impressive. The Overgrowth lead developer appears deeply committed to crafting complex, innovative solutions.
X
XenkerPT
12-26-2016, 11:24 PM #25

They continue to share developer insights, indicating progress is ongoing. Although it started as a solo effort—similar to the approach some creators are considering—it has expanded over time with team members joining recently. They’ve also reimplemented Lugaro within the Overgrowth engine, making it playable now. Public mod tools have seen significant improvements, and new technical features are regularly added. It seems they’ve brought in someone focused on campaign development, though details remain unclear. Recent videos suggest plans to tackle campaign content within the past year. Creating something like Overgrowth demonstrates the immense time and effort needed to build a highly detailed engine from the ground up. However, many of its advanced elements may not align with typical developer priorities, even though they’re impressive. The Overgrowth lead developer appears deeply committed to crafting complex, innovative solutions.

Pages (3): Previous 1 2 3