We take a question from the comments about Volo’s current and future art direction, looking at the space between the concepts of pure realism and pure fantasy, where the two are much alike, and where we think they can really help each other.
01:02 Luc Sommerland’s comment (thanks!)
01:45 The space between realism and fantasy in game simulation
12:47 Lots of concept art!
18:31 User generated content
In this episode we talk about the game design and technical design challenges we deal with while merging the parachute system into Volo proper. Specifically the area where game design and technical design start looking like the same thing.
In this episode we talk about early access game development as a continuous growth process, and we take a quick look at Volo’s evolution over the years and see how we slowly but steadily learned to make a better flying game.
We are joined by fellow gamedev Xalavier Nelson to talk about the new parachute experimental build! We discuss the current visual parachute editing system, our future plans for it, and the design principles underpinning it all.
It’s the Ramjet Anvil Show! This bi-weekly video series is where we keep you up to date on Volo Airsport, it’s development, and the ideas behind all of it. Got questions? Leave them in a comment, and we’ll get to them next episode.
It’s high time to bring the Oculus build up to date, as the previous on was no longer able to run on new Oculus Runtimes. If you’ve been itching to fly v3.5 in VR, now’s your chance!
This build is based on a test version of v3.5.1, which contains some graphics changes, added environment props, and modified third person camera behaviour.
The build is currently still separate from the regular builds, but we are getting closer to a situation in which VR mode can be switched while the game is running.
For the time being Oculus builds will also be Windows only. It’s a shame, but Oculus are apparently only focusing on a single platform for now. Chances are the next build will be based on Steam’s VR library so the game can be played on the HTC Vive as well.
Install the required drivers for your graphics card (Nvidia drivers, ATI drivers)
Here’s how to get the build:
Go to your game library
Right click Volo Airsport, go to Properties
Go to Betas, and select the oculus branch.
Steam will now download and install a variant of the game which runs on the Rift.
(Note: If you bought the game on Itch.io you can also find the build there.)
On some systems the game will be confused about which GPU to run on. If your game hangs on the loading screen check out this forum thread for workarounds.
Ensure the Oculus Rift is reported as fully connected in the Oculus Runtime Configuration Utility. I’ve had many cases where it lost connenction, after which the game refuses to boot properly. Just replug the Rift’s cables if this happens.
Certain settings are pretty awful for VR. High quality shadows and extreme quality trees can really dip your framerate, for example.
Shadows can glitch out sometimes at noon, so I suggest fixing the time at sun-up/sunset
Fresnel effect in shadowed areas sometimes disappears for right eye camera. I believe this is due to an internal Unity bug.
Right, you’re probably wondering where multiplayer’s at! It’s progressing at a good pace, but because we’ve decided to roll out own networking layer instead of using off-the-shelf technology it’s taking sweet time. More in-depth development news soon!