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@Someonestolema02 Most of the issues you are talking about are not just VR issues, we will be addressing those in time. Games in heavy development like ours do the biggest bug and visual glitches fixing towards the end of development in the 'polish' stage. We're only just about to hit our Alpha so yeah, lots of work still to do. The game itself is the most important thing. We're all big VR fans and want to make the game a superb VR experience, but the absolute most important thing is the game itself. We're a small team, with limited resources. As per our Trello updates, we're going to do more VR work very soon, and more polish towards the end of development. If the current bugs and issues are causing you grief, I think it might be best if you took a break from playing and wait until we're further along in development. Some people can overlook them, others it's more of an issue. There is no wright or wrong, just personal preference.
The blood FX in general are going to get another pass at some point to polish them up, and we'll likely try out a few other color choice options. We are a bit limited in what colors we can go for that don't conflict with any of the numerous other FX in the game, though. But we will probably play around with it and see if we can find something that works better.
We changed the colour of the blood because it was the difference between a "Mild Violence" and a "Violence" rating from the ESRB. Having put so much effort into making a game that is all about a much less violence-based approach to problem solving than your typical survival game, it seemed a huge shame to end up with that "Violent" rating. Changing the blood colour was a low-cost, low-risk solution that also fits with the theme and the setting of the game. We're not changing the blood kelp colour; at least I've never heard anything about it and I built both zones. The
I have updated a number of threads on here and steam, but they seem to get buried. We're in the process of upgrading to Unity 5.4 now, which should include basic Vive support. VR performance *should* increase with the move to 5.4 but we'll see what happens. We want the new VR features/issues to settle in the move to 5.4 before we do more VR work (as we'd likely have been fighting ourselves).