Inspiration
- The art direction is inspired by epic 70's fantasy painters Roger Dean and Rodney Matthews.
- We wanted to make a game that used nothing but the headset to minimize gamepad-gaze disconnections and be as accessible as possible to non-players.
How it Works
- The game controls are based on head movements only.
- Fly using the Oculus to catch the Eggs in a race against the clock.
- Use the Special Eggs to rack up combos, they give far more time and far more points!
- Hold on for as long as you can and get the best score!
Challenges we ran into
- Designing an in-house engine in 3 weeks for the Jam with native VR support was totally a new thing for us.
- Only one Oculus, working remotely with the programmer that had no oculus and had to debug using a gamepad to simulate the headset.
- Designing the whole game and menus with gaze selection only proved tricky ; placing menus and getting players to sort between texts and buttons was a challenge.
- Solving VR problems without references on good VR practices.
- Sorting contextual input between looking and steering.
Accomplishments
- Good reception of the devblog on the oculus jam forums, we felt a lot of support and that was very motivating
- Sense of accomplishment and pride after going through lots of work on a short but very focused project.
- Finding a good production pipeline
- Seeing non-players having fun during game shows.
What we learned
- Playtest is key, we got random people to play the game and we discovered a few things that needed to be fixed after the jam.
- Be more proactive to support your project after the jam, it can be hard to push after such an effort but it's no use if you don't talk about it.
- Good practices on game focus and VR design.
What's next for Epic Dragon VR
- GearVR port soon !
- A more ambitious VR game is the reception is good ?
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