Dev Log Kick-Off


Intro

I have been writing about technology in general every now and then for Out Or Dead already on my own blog and especially the series on stencil portals in non-euclidean space has found a lot of interested readers with great feedback. I intentionally try to keep these blogs very generic though. I think of them more like Unity tips. They have some relation to the game but only marginally. So I will continue these BUT:

Out Or Dead deserves its own dedicated dev blog. It's become such a cool project with so many enthusiastic players and the feedback has really surpassed my expectations. I am constantly working on it and even though I have a full-time job (teaser: change upcoming) I find enough time in the evenings to squeeze out new features, small, big and huge ones. And these deserve some spotlight and to be known to everyone interested.

Another aspect is, that even though there is a playable preview out, a lot is still done in terms of underlying technology and framework. And while that might not be so interesting to players in the release notes, this here is the place to discuss these and make visible what is actually happening under the hood. Because to be honest, it's really cool. And getting more and more sophisticated.

So for all the interested gamers and developers out there: from today on I will regularly publish these dev logs, attach some screenshots and tell about my plans and thought process. I am a developer for over 25 years now, I can bring quite some horse power onto the road and some ways of how I approach things might be helpful to others. On the other hand this is an opportunity for others to comment so that I can also learn and improve. And we can discuss difficult issues. Really looking forward to that conversation!

Oculus Rift Support

To celebrate this first log, I am proud to announce experimental support for Oculus Rift now and first players report no issues so far. There is even a way to run the Oculus build on Vive using revive but there will be dedicated Vive builds later. I am using a custom build pipeline to spit out the individual builds and will write a post on that topic soon!

Cheers, Robert

Files

v0.0.124 (Quest) 452 MB
Mar 27, 2020
v0.0.124 (Rift) 325 MB
Mar 27, 2020

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