Slowly but surely, we’re inching towards the Obliteration Game finish line. Difficult to believe that we’re so close to the end now, after so many years working on the game as full time indie developers. It’s both exciting and terrifying in equal amounts.
The last couple of months have largely been about testing, refining, polishing and making sure we haven’t missed anything. The cut scenes are largely complete, the VR Editor has been reworked to be more user-friendly and we have integrated the game into Steamworks and set up Steam Cloud. We also took the plunge and upgraded to Unity 5.5, which went swimmingly, so now we can go ahead and fully integrate the Oculus Touch Controllers.
We’ve also been discussing the possibility of supporting all VR headsets and input types concurrently, thus covering all accessibility and mobility users, so the Obliteration Game would then work with the HTC Vive and controller, the Vive and gamepad, the Rift and Oculus Touch and the Rift and gamepad. This means that players could play room scale or sitting down, as they prefer. It’s important to support disabled players as much as we can (we have different disabilities ourselves) and we are hoping that the extra work that we’ve put into accessibility means that as many players as possible can have a fantastic game-playing experience in VR.
So what next? Well, we have a small amount of audio to record and the final animation pass to complete, and then we need to add Steam achievements. And then it’s on to public beta at last!