March Development Update: Gameplay Trailer & VR Support


Hello again expansers! Today's development update is filled with a mixed bag of things. There isn't too much new content to rave about, however I have put together a mock-trailer, setup the steam page (awaiting my press for a launch), and setup things on the back-end of the store pages so that things should work nicely at launch.

Even more exciting, I made a rough trailer in some panic on the off chance steam would launch the page as soon as approval happened. Thankfully they didn't but now I have some gameplay to show. If you haven't seen it, it's above.

Steam Version

For the Steam version currently joining lobbies via overlay works fine. However I need to find a way to add a interface for VR users to actually be able to join their steam friends who are in  a lobby, which will require a custom UI. Such is life. Achievments are being made. Currently there are a few such as win x number of games. Or more creative ones like win a match with all abomination as your units, or use the assassin special 100 times. I'll be adding more before launch, and hopefully if things go well, more after.

Expect an active steam page by the end of the month.

Vive Support

This pains me to say, but I don't think it will be possible to support the Vive or any OpenVR platform (Index) for the time being. This is due to a few factors:

  1. Unit XR and OpenVR don't share input. Valve has made their own universal input system and so has unity so neither system are universal (Classic software development).
  2. I cannot test any other platform besides the rift. I can practically assume the Quest may work depending on performance. I am almost certain at this time the Vive will not work due to the above.
  3. All of my packages and imports are for Unity 2020.1. There is some super early testing versions of input that would fix #1 however it requires upgrading the whole project to 2020.2 just for a chance at enabling Vive support. A platform I cant test, that already has been limited by the number of buttons on the controller. Furthermore due to how early in development that input package is I imagine it will be far from stable, and I have enough on my plate to consider for even just the standard development of the game.

For anyone reading this who was dying to see this on Vive, I apologize. I may be able to revisit this as a further date.

Oculus Rift Support is still perfectly fine and will rely just on the Oculus App on your computer.

Devlog Hiatus

For the next couple weeks, I am fairly busy. There may be a lull in the devlogs I post. Once I have more to show and more updates to give I'll be back!

That's all for today! Hype!

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