Part 13: Dragon Mode (VR) Finale
Dragon Mode (VR) Finale: (Commentary) (No-Commentary)Once again joined by JamieTheD in co-commentary.
House of the Dying Sun - The End:
Kairo posted:
A neat idea, but I really really really really want to close the game out nicely and work on something else. Something not space. Signing up for this much more space might break me.
Edit: for example, I think this kinda stuff would shine much more on actual terrain in a shooter, and almost any kind of terrestrial terrain is gonna be more fun and interesting to traverse (IMO)
Kairo posted:
Yeah, it's really annoying, and a lot of it is joysticks. Never again.
Kairo posted:
Gah. I upgraded my middleware to solve some of these throttle problems on the nutso CH/Thrustmaster sticks. It doesn't seem like it worked anyways, and it might have caused other issues.
I know you guys like these things, but I absolutely hate them. I'm sure some of it is my programming too, but this is a special kind of hell. When I finish this game I'm going to take my X52, reenact the end of Office Space with a baseball bat, and forget they exist.
House of the Dying Sun came out and was highly regarded. It was a good game. Best in VR, but great on desktop as well. But it was a more casual affair than the X-Wings and Freespaces before it, not built for the joystick oriented crowd, but since it was a space game of course it needed joystick support or else people would go nuts. This has put off a great space developer from making more space games, from potentially reaching the wider scope before the linear campaign or putting out expansions to make use of those wonderful assets. But hang on:
Kairo - Twitter, April 6th posted:
Today marks 2 months working on the current prototype. Amazing how much faster it all goes when you've built these systems before.
To contrast, HotDS spent a couple months just in steering-behavior land where I was just getting a handle on how to write that stuff.
He's still doing a similar game that he can build from the skeleton of HotDS and Enemy Starfighter. I for one am greatly excited.
Thanks for joining me in taking a look at this flawed gem of a game and its many quirks and developmental issues, and celebrating the successes of the game's feel and aesthetics. I'll be following the development of his new game with just as much attention, and hope that when it comes time to LP that there'll be more to gush over and less to criticise.