Thanks for the patience everyone who's been waiting for more videos. Been a bit of time since the last one. Do check out my Patreon if you'd like to support me and make this happen! www.patreon.com/nimsostudios
@@NimsoStudios Have you ever though of collaborating with 'EXIT SUIT VR" project? The creator of that project has seen recently your work and I think that collaboration is even better than licensing. When you see their project and discord server and what are they building, It will be a "no-brainer" for you to jump in. What do you think @NimsoStudios ?
Could you include some footage of what it looks like from the first person VR camera when using full tilt. You implied it rotates the camera, but we didn't get to see that as the 3rd person camera remained oriented y up.
I’ve been following this for about two years now and have been watching this channel for way longer, and I really believe that this attention is deserved and that you need MORE attention. Truly amazing work you have put in.
I really hope you can publish the engine for everyone at some point with reasonable price. This engine would change the VR games forever and let indie teams to make awesome games so we don't have to just "set" with "triple A" products that are less than medicore games.
You're so Incredibly sweet Nim! I really appreciate the shout out! (and I have updated the pin comment on my video to lead here) I was not expecting the guerrilla Avatar to have such good proportions, Too cool. And the self-piercing is so fun. I can imagine going through a parkour course with a section that shoots arrows/darts at you and at the end of the course you look at a mirror that shows you how many times you got hit haha. And the sonic gameplay/Rag-doll tilt looks so smooth. ~Again I really appreciate your work and comments on my last video, I’m nothing much & just really love sharing others Outstanding effort and telling stories. Ill be sure to make a follow up video when videos stack up again, and please nim! Don't let that passion die! We need you in this little old community. 💗💗💗
This engine is incredible and what I imagined VR would be like. I played some games and just wasn't very immersed (still fun) but after watching this on my phone/TV I was even more immersed than actually playing a game on a headset. The physics are incredible and you deserve way more attention. Take any breaks you want, your work is incredible.
To me, it feels like it would be more natural to tilt based on acceleration. As in, while you're running around a loop, you will need to be accelerating towards the center of the loop, so it makes sense to tilt towards the center. But just walking up a slope, it feels like your center of gravity should stay above your feet.
I have seen this project multiple times in the past,back when I had no VR,or pc for that matter and completely forgot about it,but now after such a long time,I became gamedev myself and man am I glad to rediscover your work again and that you are still actively developing it
I wonder if an adaptive tilt mode would work. Use the G-Forces the player is experiencing as an input to the amount of tilt applied from the external geometry to the player
I forgot to mention that it's completely raw right now, just the underlying tilting is being shown, the actual usage implementation is not how I would want it later, so much more for that eventually.
I remember seeing your spiderman physics video 5 years ago. I remember being so wowed and I played it on my super underpowered PC at the time with Quest Link. It was both one of the most jank (due to my laggy setup) and fun experiences I've had. I'm so glad to see you back in my recommended!
And it's 100% possible to make that exact same demo with the same arm strength and grappling in this now. That was actually a test for physics arms, and the system now is full ragdoll.
I could totally see mario galaxy levels being made in this engine. It would be so cool having ports of games like mario galaxy, sonic adventure, and portal in vr
Nice to see you back! You know, with all these videos about the hybrid engine and what it can do, I'm left wondering: what *can't* the hybrid engine do? I know you are attempting to emulate real life physics as much as possible, but what lies ahead of that? What are some things that are either out of scope, too complex even for you, or just things that could be done, but you are not willing to put effort for x or y reason?
When you talk about possibly implementing a ragdoll system, something possibly innovative could be if you made it so you had to actually get back up instead of just a button press to stand back up.
I’m am just stun at the engine you have made and the work you have put in it, I’m so glad I found this channel awhile ago and I really hope to I see your game see success, I hope I could get the chance to use your engine in the future, and I am looking forward to see the future of you and your project.
Dude, this is absolutely insane, just the full tilt could give birth to sooo much game mechanics, if you were to release the engine with licencing I would really love to make a game using it, this is amazing!
This is so impressive and exciting, can't wait to see what this becomes. I do think you're potentially sitting on what could become the 'base' engine for a lot of VR, like Unity for flat games.
I love hearing about this project. One thing that I hope you add (or maybe it’s already in) are comfort settings to disable some of the more nausea inducing features haha. I love Bone Lab for example, but the complete lack of comfort options is something I find very frustrating. The tilt system you showed off looked amazing! But would definitely be something that I’d like to be able to turn off late in a session when my nausea is getting worse but I still want to play haha. Incredible work as always!
Running around those rings as sonic looks like so much fun! I wish I didn't have to wait for the full game to release before I could try this. Any chance you will release a demo on your Patrion?
I think it could be cool to have some form of dismemberment or like body part disabling if it gets stabbed trough. It could add more risk to the mele system.
I acctually saw the video that you mentioned and then watched all of your stuff. In doint that it insipired me to make my own vr game! so thanks for the inspiration.
Always showing the coolest stuff on this channel! When are you finally going to release a full-fledged VR game? You'd knock Half-Life: Alyx and Boneworks/lab right off the playing field with the VR features and systems you've been making all these years!
finally you're getting recognition!! it always pains me to see how little patreon subscribers you have, while i cant support you myself i do know you deserve way more for what you're bringing to the VR space.
Your sfx system/event manager got an update too? or have you just never featured it before? Sfx is a very important part of polish and finished software, i'm glad you spent time on it ! :D
I will be making more than one game from this engine. Regarding your previous version of the comment, I am considering licensing but I'll explain more about that when the time comes.
I've been waiting :) Edit: 7:50 Makes me thing of the game Animal Well. It's graphics are basically pixel art, but it's visuals are stunning none the less. You don't really need to bloat the file size with unnecessary textures and realistic graphics to make a game that looks and feels great. Sometimes it's best to just let the gameplay do the talking
I think what would be interesting is implementing a balancing mechanic to the player similar to the NPCs. As you walk up slopes and stuff your body will keep itself upright but if something pushes on you with a bit of force it can tilt you back or even knock you over.
Sorry if you've answered this before but are there any plans to have multiplayer support? That would be incredible. It's something too many VR games (especially physics sandbox VR games) lack. Your project is absolutely amazing and will revolutionize the VR space. Keep it up man!
I also think your talent could get a job in any major big tech company once you are known, and a good way to get recognition and populatiry it's if you make the engine open source. There is also de Unreal Engine option, of making the editor available for everyone, but charging per sales.
Hi NimSony, what an amazing project. We're thinking about the same kind of issues at the moment. FBT, locomotion and physics interactions. Wanna meet up or discuss stuff. EXIT Willie
This is very awesome. i have a couple questions about it. Will the swords slice realisticly or will they bounce off of enemies kinda like how bonelab does? Also with the tilt machanic will you be able to go around a full circle kind of like a planet?
I really would wish to see this project like a garrys mod kind of game, so people can use this stuff to create their own ideas and concepts in this game but also that you have a financial output from it.
I've been following this for years, just brilliant and awaiting the final release haha. Q. do swords/daggers/knifes also slice/cut etc? never see it cut stuff/materials in half. guess like hammers breaking things? picaxe chip stuff?
dude i wanna play this game right now. also will this be available to get/purchase when or if it comes out to play?, i would gladly pay money for this master piece.
One thing im thinking of is wouldnt it feel more natural if you leaned a little bit towards the incline ? , if youre going up a hill, you usually lean forward, and going down you lean backward. Maybe it'd have to be limited to only apply within 90 degrees vertical to the "floor" in world coordinates seeing as the engine allows for running upside down. Super super cool nonetheless, best wishes !