I liked this so much that I paid for it. I abhor the menu navigation and all the text it involves, but the game is otherwise lovely and I hope to see it finished eventually.
Thank you :) While I was implementing various gameplay systems, I was looking for a way to explain the gameplay basics (not through the tutorials) until I realised that the systems alone were fine (I really do want to make a fast-paced exploration/parkour maybe game with reactor mechanic) but put together they were too large to grasp and be fun. Cut and rearrange.
I saw this game on the side quest store and I was like, "Hm, probably another generic shooter." I then ignored the game and after I downloaded the game.. wow, this game is awesome. Probably my favorite game on the Quest just because of how immersive it can be despite the simple graphics. I discovered so many things in this game, like how the little guys can fight for you and be a bomb, I ended up dying when I found out they were a bomb though heh. However I do have a suggestion for the game in a future update, please add some ambience to the environment. The game is very silent and I'm not sure if that's what you're going for but it would be nice to hear some calming ambience when you are on the roof of a tower, etc. If people don't want to hear the ambience then an option to turn it off can be added. Other than that, this game is amazing.
Holy shit this is amazing. I'm no game designer by a long run but Tea for God is brimming with depth in its game-play, I Loved just finding weird little creatures and the finding out, if held in the right way, it was a shield! or another that once armed became a bomb!
There is so much that is left to the mind to figure out, I went into Tea for God without reading the story in the description and boy have I enjoyed myself trying to figure out who I am, where I am, HOW I am and the lore that reeks out from the areas and places you see.
Basically - amazing game, 5/5 and looking forward to following and seeing more inn development.
I will be trying to change a lot soon as the gameplay stuff I added started to cannibalise other things. Long-term it was more worthy to not use found objects as you could grind and -- grind is something I wanted to avoid in my games. The gameplay is going to get simplified to focus more on variety of found objects than unlocking stuff.
Also, the story is going to be told in a much straight-forward way (it isn't told now in any way, mind that). I'd like to make a game which has a feeling of the mystery and there's barely any word driven narration there, but not this one.
You are doing an amazing job immersing the player in your game world. I've put in many hours into my current load out and finally unlocked the ability to stack upgrades without degrading their effectiveness. I love what you are doing with impossible spaces.
If I may make a request, the games that immerse me the best have interactive objects and structures. Your elevators, track capsules, and swivel platforms really help with expanding the feeling of greater spaces, and I would love to see more buttons and switches that alter the environment.
For instance:
-Tactile puzzles that open doorways/unlock a gun box
-Keys that open closed off areas
-Control panels that align far off platforms to create pathways to the other side
-Far off targets that trigger events when shot
While I'm at it, the AI bots are fun, but a tad static. I'd love a hunter that is tracking me, a large boss that requires riding elevators to take out sections of its body, elite versions of the current bots that drop guaranteed weapon types.
Thank you again for your hard work, I look forward to your updates.
All of that is on the list and is going to happen :)
The current bots are just bare minimum. They do not pose almost any danger as the big ones do not seek you (one is actually completely blind) and the others are not that dangerous. In the next build I want to add an enemy that might spice things up.
Really enjoy this game, the moving around a physical space is such a great concept. Cannot wait what to see how this further develops. Played on the Index and works perfectly :D
Anticipating the arrival of my Oculus Quest...I bought it specifically for this game after my friend let me play it on his!! This game blew my mind, I cant wait to get lost in it
I am now uploading a new build and after I fix some bugs I want to add a new enemy and a new zone. And an open world feature gest closer and closer - this should change a lot.
I love being able to walk around in real life and traverse the game environment like that. Open world sounds really interesting I cant wait! My quest arrives next week and im excited to buy this and play!
Although I have lots of ideas for enemies, I am happy to take any ideas. In the build after the one I am about to finish, I want to add a new type of enemy that is going to be based partially on ideas from the discord.
Man this game sure is fire! I'm playing it since i bought the Quest about half a year ago. It's so much fun to see how much better the game get's each Update. I really hope to see even more cool content. Keep up the good work. It's already one of the best games for the Quest since Launch.
Thanks :) I cannot wait till I'm done with core gameplay mechanics as then I'll start adding more actual content. And a very big step after that will be adding narrative.
For Quest? The best way is to do it via Sidequest ( https://sidequestvr.com/ ). There are instructions what you have to do (you need to setup a developer account, switch your Quest in developer mode and then install games via Sidequest on you computer or commandline using adb). Please check that website.
This is amazing, what a cool idea! I love being able to physically walk around the environment. However there is one major problem I'm having. I'm playing on the Vive, and all the controller button functions are reversed for some reason. So when I pull the right trigger, my left hand closes, and vice versa. Same goes for the trackpad, so I'm guessing it's just all the buttons are reversed.
Also, would this game be better with the wire mounted to the ceiling, or is it really only made for standalone VR like the Quest? Thanks.
Thank you :) and thanks for the information about the bug. I assume you're talking about standard Vive controllers? I will check that out (I need to store my Vive somewhere else as almost constantly it is under a pile of other boxes :( ).
Well, I started to work on it with a wired headset and I sometimes playtest it like that, although using wireless solution makes you not worry about the cable. For the wired experience, there is a FAD on your left forearm, close to your wrist. It shows how many turns did you take, so you can untwist. Ceiling mount may help a lot. I decided to get a wireless adapter for my Vive (tpcast) and that might be the best way to play the game. Alternative is using a backpack laptop with a headset. I actually should try this out with Rift S.
I don't know if I had submitted a comment, but this game is awesome! I have played this a long time ago, (Back then it was the first version..) and I see it came a long way!
I have one thing, though. I am using Index controllers and the navigation doesn't seem to appear. Don't know if it's something that is known. If not, then I can give you logs and other things to help with finding this bug.
I assume that you have navigation EXM installed. There is a known bug related to navigation - sometimes path doesn't get generated and I need to find cases when that happens. If you can send me a logfile (to contact@voidroom.com) then it will be helpful. I'll be creating a test case to generate worlds one after another (using different play area settings) to look for invalid navigation cases.
If it helps you out, it was while I was running through the tutorial, So the EXM's were definitely installed. It showed no types of tracking on the hand displays or the arm displays.
Amazing game, I am hooked. I love the progression system gives it, I'll give it one more go feeling. Is there any plans to improve the graphics or enemy models in future updates
There are a few ideas I want to try to add a bit more detail to both characters and environment, but for this project, the graphics are not going to be vastly changed. One reason is that I like this kind of aesthetic but there are far more important reasons too: everything in the game is procedurally created and to make it as quickly as possible, I decided to drop texturing and just focus on meshes alone. I am not a big fan of loading screens in games ;) and I want to keep these as little and as short as it is possible. And with open-world feature coming... soonish, the need for a short generation of meshes is even more in demand.
While I could just use existing textures for various bits, they would look terrible when those various parts get combined. This could look cheap/bad. To make it fit nicely, all textures should be modified a bit. This is not only time required during the run time but also I would have to spend a while coming up with a solution, experimenting and so on.
Graphics is important but right now I'd rather focus on the gameplay and then actual content, variety of weapons, enemies, places etc.
The thing with procedural generation is that if I find some time to work on improving graphics, it might be possible to add a system that generates textures and it could work automatically for most of the assets. That's something that I'd love to have but it may have to wait for another project.
I've already left my review on SideQuest but wanted to post a bit of it here, just in case. My biggest points were: More variety in gameplay - maybe create some locomotion puzzles involving picking the right room/door? A randomized puzzle to unlock an elevator? Or a tool that turns walls into doors/hallways for when we're backed into a corner? Nothing too complex, just something to break things up. Also, and this is a big one, I'd LOVE to have a seated mode that allows me to use the sticks to smoothly move and turn - this is the only thing keeping me from playing more. Fantastic job on this!!
I plan to add a few places that might work as locomotion puzzles. The elevator zone, without the navigation, does work as a puzzle and I want to have elevator zones that have navigation blocked, so you have to figure out where to go on your own. One thing is important here - the main roguelite mode is going to have an open world. This means that some places may be much harder (which includes more complex navigation) as you may choose to walk around them.
I plan to add machines and computers that will work as puzzles. Those won't be mandatory to proceed, they will contain extra items, access to a shortcut, etc. The game is a rougelite shooter foremost and this is what I want to be the main feature - combat + gameplay-related decisions + creating different builds. Optional puzzles spice things up, but mandatory ones can be a real drag.
Seated version. Well, a friend suggested that to me a long time ago. It is already in the game but locked and only available in development builds. It makes testing much easier. But to make it available to the public, I need to solve first a few issues. Although it defies one of the unique things that the game offers, I see that it might be really desired in certain situations.
One more thing, I was asked about portals a few times and besides a few certain places that will have fixed portals, I might add a portal gun. But due to impossible spaces, you won't be able to use it anywhere you want. Only at certain spots. It might work more like the thing from "Sliders" or "Rick and Morty" - a portal floating in the air.
This is the best game for quest what you're doing is amazing. But please make it possible so you can swap the left and right weapon. That would make it a lot easier for lefthanded people. And are you working on this alone? How much will the full game cost.
Right now I am working on weapon crafting and as you mention it, I'll add "swap weapons" button to make it easier. Probably tomorrow there is going to be a new build with new weapon system (the actual crafting is going to happen after that).
Yup, alone. Not decided on the price yet. I was thinking about $15-$20 but that still depends on a few important things. And with current world events the situation may change within the next few months.
Thanks for the fast reply. Have you already planned a realease date or year. Will you add more content updates after the game comes out? Also, the corridors are at first way too easy if you compare it with the sideways elevator section, but the big enemys are very annoying because you have to wait so long until the finaly turn around. It would be cool if there was another way to kill them.
I had plans. But the plans went out of the window a few times. Mostly due to non-development related things.
The plan is to have the release version with rich roguelite mode + one story mode and after that to expend with new zones, enemies, items and new stories (these are meant to be 1-2 hour long modes that resemble traditional single player games).
You can push them of the ledge or use grenades/mines. Right now I am changing weapon system and one of the possible improvements for guns is "armour piercing" node. Also there are going to be other types of weapons. And traps. So there's going to be a plenty of ways to dispose enemies.
I'm so exited for the new build and i have discovered a crash in the menu where you assemble data blocks if you put a block there then auto fill the rest and then immediately press clear the game chrashes. I'm on quest.
I'm so thankful you for that repro! I got a few crashes reported with this bug and couldn't figure out what is going on there from the log alone. Now it is going to be fiexed.
Except for that, the newest build is almost ready (I still want to add a few weapon parts).
I smiled so hard during your game i pushed the quest up all the time. Iam so fascinated about the possibility. I saw the video and thought: looks ok ill see what they mean.
And now i cant wait to try it with a little more room or let others play and watch it!
Thank you so much! While these hard times i happily forget everything within good vr games. And this os one of them . Even pre alpha.
Can i suggest you something? I missunderstood something in game and made the idea:
what if we not only buy upgrade stuff for the arm but also level parts which can be generated?
That's sort of part of the plan :) You will have to unlock access to further parts of the world (although I don't want it to be just on/off thing and even without the unlock, you should be able to enter other levels but at some cost). For sure in the the final game, the enemies will appear one at a time, not just a mix right from the start (which is also part of the story).
When you move the headset, it moves in the window?
If so, could you check if maybe you have two graphic cards. If you have, you should try to run the game in performance mode (it should be possible to set it up when you right-click on tea.exe).
If that's not the case, could you send me output.log file (from _logs subfolder) to contact@voidroom.com. please?
This is genuinely the best game I've found in VR. Amazing for a free pre-alpha. More than anything, I'm really impressed by how you've managed to eliminate both teleporting and sliding movement, despite having a lot of walking. I'm afraid I'll have to judge every future game I play by these standards, now.
Ha! But please don't do that :) There are lots of awesome VR games that don't use impossible spaces. But if you like walking, try other games with a similar concept. On Steam: Unseed Diplomacy, Sommad, Shattered Lights. On Quest: Out or Dead.
The traps are coming :) Same as machines that you will have to operate to unlock stuff. Although I do not want to have an mandatory puzzles.
I'd like to add some extra devices that can be used to access specific objects. I haven't thought about a screwdriver and now you mention it - if you have robotic hands, you could have a screwdriver hidden in one of your fingers. "Go go gadget screwdriver" style.
Thank you :) While I want to work on the machines first and make most of the machines not require any extra device, I giggle every time I think about fingers with screwdrivers or some other devices, like some electric discharge device that can be used for both puzzles and to annoy robots ;)
I played a few runs of the game, and was especially fascinated with the impossible spaces. I don't have a lot of room to play vr, but this game made good use of what I did have. There are a lot of aspects and features in the game, though, and I spent hours doing tutorials. Even now, I am still confused about a lot of stuff in the game. I think incorporating the tutorials into a map instead of an empty void would help substantially. Overall, though, you did a great job with the game and I can't wait to learn and become proficient in the many aspects of the game. I've only been playing a few hours, and I'm already addicted.
This is going to happen :) I want to add a mode which will act both as tutorial and introduction to the lore. And also it might be treated as a standalone game (as it is going to tell a separate story that is connected to the lore). But this is going to happen last. Each mechanic will be introduced slowly to not overload with info and make it available to accustom with it.
I really enjoy this game, but since i have been having issues, i did a full reset on my quest and now i am having difficulty downloading the lates build. However i was able to download crisis bergade and Vr desktop. this is what was given at the end: A task failed. Check the tasks screen for more info. INSTALL_FAILED_NO_MATCHING_ABIS: Failed to extract native libraries, res=-113
I was not able to find any help. I am using chromebook with Lenux and my developer mode is on. internet and cable are good. Any help would be great. Thank you.
Such error appears when APK can't be installed to Anroid device. tea.apk is created for Quest but not for other devices, like phone. Check if maybe you have your phone connected to your PC or some other device.
Thanks for the reply and I must say that is exactly what seems to be happening. I am using my pixel Chromebook and when I connect to sidequest, the top left corner says my pixelbook is Connected. I have the ADB enabled which connects the Pixelbook and when I have it off it does not connect, but neither will the oculas. Oculas does not connect either way, so I thought it was the computer or cable. But cable works, so now I'm thinking it is something else.
Any thoughts and I tried to upload a picture but won't work.
It seems that Sidequest is running on your Pixelbook and tries to install stuff on it. I assume that you have your Quest set up to be in developer mode (and your Oculus account is also dev). If you connect Quest to Pixelbook, is there any notification popping up? Or can you try running from a commandline "adb devices -l" (or use "Run ADB command" in Sidequest to run this). This should list all connected devices. If Quest is there, you have to change the target device in Sidequest - although I don't see any icon or setting to do that :(
If you have Discord, you may ask for help at #support-general at Sidequest server (https://discord.gg/yfa9hT).
This game is insane. This is easily the best "tech demo" when showing friends what the Oculus Quest can do. The concept of impossible spaces still blows my mind every time I play, and each update makes the game more awesome!
Thanks :) And there are more things coming. Personally, I can't wait till I get all core gameplay things in and get back to adding more places, enemies and weapons :)
Thank you. There's no error in the log, which means that the game is completely unaware that nothing goes to the HMD. As you see loading screen, I assume that it is being updated, I mean, you can look around, right?
I'll add more log info for OpenVR (SteamVR) and check it with the headsets I have (haven't been launching using SteamVR for a while now, as I wasn't changing anything there, I guess that updating OpenVR wouldn't hurt).
One more thing. Do you have two graphic cards? If yes, try running the game using the other one - you should be able to run the game in the performance mode or something like this.
In the log, there's an info that the game was run using intel 600.
Just received my Oculus Quest few days go to try out this game. Got to say, it was a fantastic experience. The use of the small space and really brings out the essence of VR. Jaw dropping. Absolutely love the game and see myself promoting it to my peers. Keep up the Awesome Job!
That was fantastic! I have a 2.2m square playing area and I just ran through a 74m maze! Unbelievable use of space.
One question? Does it keep track of how many rotations to the clockwise and counterclockwise a player is making as they go through? Halfway through my cord got so twisted I had to stop to spin it back. It would be good if the left and right turns evened out over time so you never twist more than a certain amount?
It doesn't :( There is a turn counter that should help untangle the cord but the game itself doesn't create the environment to avoid too many turns. I am thinking about having that for linear levels. For non-linear and open world it won't be possible. There could be sections that you could trigger that would be based on going in one direction only (could resemble a staircase, a tower etc) to untangle the cord.
Not yet and most likely not during this project :( It's quite experimental and there are lots of changes. For future projects I plan to work with more people, when production pipeline is stable, etc.
My biggest known offenders when it comes to performance right now:
1. Lack of LOD system (yeah, I know).
2. Lack of mesh optimisation. Both those points are related - everything is procedurally generated. And I mean, every single mesh, every vertex and triangle. Some of the places have a much higher trangle/vertex density than they should. I need to thing about a solution that would address that.
3. There are occasional hitches that are related to game loop. I need a few days to sit down (well, walk around) to catch as many cases and then investigate them to check, what can be done. If they can be fixed in an easy manner or not.
4. There is no system to suspend distant actors/objects. I have sparse (time-wise) advancement that helps a bit but if you are on one end of the level, all elevators (like 30 of them) go there and back all the time. That requires advancing logics, collisions, sounds and so on.
5. I will be changing the game to open world. This will require dynamic management of NPCs which means that there will be NPCs only in close vicinity. This should enrich the game a bit as the place should never feel empty (unless it should due to story/place itself). It should help with the performance. But then, creating a part of the level every minute or so might be an issue too - I need to find a way to do it really efficient (low-hanging fruit is "create a separate thread with the lowest priority and leave it for the OS").
6. I still don't like shaders. I know they should be simpler. I know that they seem to be too complex for the result they give. I know that you can have a better looking scenes with static lightning. But I can't go for "oh just add textures" as this is not that simple as it sounds. And just hiring a bunch of artists won't solve this :( Adding textures will make the whole generation longer and that's the last thing I want. I don't want to go into completely flat triangles either as it really doesn't work in narrow corridors. That's why there are those voxely "textures". Eh. I need a solution for that or just a proof that simplifying shaders more won't help that (actually they are much much simpler when compared to the PCVR version, for PCVR there are two texture readouts per pixel, for Quest there are none, it hits some fidelity but most of the people won't notice without a direct comparison)
Or maybe I could create a version that has some performance tools available that can be used to gather data about hitches. So at least I could delegate that?
No problem, sounds like this is kind of your prototype for something bigger.
I tossed out 'performance' mostly because I don't have enough time to help on any core items.. and its usually more focused on technical coding rather than game concept.
Wow! Incredible! Just a few ideas to make the world seem even bigger... ladders, climbing {pipes high above the enemy?), and ziplines would be a plus as well. Keep up the good work!!
Zip lines is something that is on my list for a long time :D As for ladders and climbing, if everything goes ok, they work, but if someone tries to jump off them that's when things may break (it's easy to desynchronise vr space from game world's space). I still need a good solution for that. I have a few ideas that I need to try out.
With ladders you're standing in the same location whether you are holding or letting go. Perhaps the problem would be if someone is holding the ladder then walks away. Most games the play space will follow you in that situation but in your case they should lose there grip and fall landing within the correct coordinates.
You Sir, are nothing shy of genius. First, congratulations on a great game. I'm extremely interested in the inspiration behind it all. Secondly, thank you for your response in support. Although my involvement has not required one single bit of support, I notice the manner by which you treat each "issue". Tertiary, I look forward to the future in this game and I am on board when this becomes a PAID product. You deserve the accolades. Keep up the good work. Greetings from Cincinnati, Ohio USA.
Thank you :) You can read a litle about inspirations in a devlog post (https://void-room.itch.io/tea-for-god/devlog/91728/why-tea-for-god). Although there's more than that and I'd like to write about how Tea For God was changing over time etc. But I'll keep it for time after the release.
Feedback is really important to me and if there is something that prevents anyone from playing the game, I'd like to help/fix that. This is also a reason why I am now doing tutorials. I was planning to do that later but... The system for that seems that is going to be used as a general game script for various things. And secondly, doing the system now, I might focus on other things later on. And the most important thing, with tutorials it should be easier to understand how things work in the game, what's important when playing etc. I want the game to be more than just walking and shooting.
Absolutely love this game, and can't get enough of it! I am extremely excited to see the future of this game & the way everything feels is surreal especially how everything works when starting a new level or stage.
Thank you :) Can't wait to get back to working on enemies and new levels and to finally start working on actual content to have varied regions. But there are more important and fundamental things to be done first :)
If I won't run into any technical issues with hand tracking, you should expect it soonish. There might be certain gestures required to perform some actions. If they won't be comfortable, there's room for more updates and ideas.
This game is great, I would venture out to say it is some of the best. The way you made an infinite space is astonishing. I'm glad to see that VR indie developers are there and going strong!
Thank you :) I'd really like if there were more games like Tea For God. One thing that I'd like to do a while after the release is to create some tools to make it easier to do impossible spaces with Unreal/Unity. But that might be harder to do than I imagine and I already consider it a hard task.
It's not your fault. There's something wrong within the game. Luckily I have Oculus Rift S now, I haven't opened it yet, though. I plan to release a new build (wanted to do it this week but life is like a box of chocolates). I will be looking into some tech stuff next - Oculus Quest hand tracking and properly testing with Oculus Rift S. I have no idea if I'll get the repro but for sure I am going to find that bug and fix it.
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This game is amazing. How it the non-euclidean space done here? Is it portals or swapping rooms on the fly?
Portals (using depth stencil). Unseen Diplomacy used swapping rooms and it worked really well.
Wonderful job on the optimization. It's running very smoothly now.
Thank you :) There are still a few areas to improve and hitches to solve. Slowly getting there :)
I liked this so much that I paid for it. I abhor the menu navigation and all the text it involves, but the game is otherwise lovely and I hope to see it finished eventually.
Thank you :) While I was implementing various gameplay systems, I was looking for a way to explain the gameplay basics (not through the tutorials) until I realised that the systems alone were fine (I really do want to make a fast-paced exploration/parkour maybe game with reactor mechanic) but put together they were too large to grasp and be fun. Cut and rearrange.
Whats the bigger space the game can handle?
Right now it is only limited by what headset allows. For Quest it is 8x8m / 26x26ft.
I saw this game on the side quest store and I was like, "Hm, probably another generic shooter." I then ignored the game and after I downloaded the game.. wow, this game is awesome. Probably my favorite game on the Quest just because of how immersive it can be despite the simple graphics. I discovered so many things in this game, like how the little guys can fight for you and be a bomb, I ended up dying when I found out they were a bomb though heh. However I do have a suggestion for the game in a future update, please add some ambience to the environment. The game is very silent and I'm not sure if that's what you're going for but it would be nice to hear some calming ambience when you are on the roof of a tower, etc. If people don't want to hear the ambience then an option to turn it off can be added. Other than that, this game is amazing.
Holy shit this is amazing. I'm no game designer by a long run but Tea for God is brimming with depth in its game-play, I Loved just finding weird little creatures and the finding out, if held in the right way, it was a shield! or another that once armed became a bomb!
There is so much that is left to the mind to figure out, I went into Tea for God without reading the story in the description and boy have I enjoyed myself trying to figure out who I am, where I am, HOW I am and the lore that reeks out from the areas and places you see.
Basically - amazing game, 5/5 and looking forward to following and seeing more inn development.
Thanks :)
I will be trying to change a lot soon as the gameplay stuff I added started to cannibalise other things. Long-term it was more worthy to not use found objects as you could grind and -- grind is something I wanted to avoid in my games. The gameplay is going to get simplified to focus more on variety of found objects than unlocking stuff.
Also, the story is going to be told in a much straight-forward way (it isn't told now in any way, mind that). I'd like to make a game which has a feeling of the mystery and there's barely any word driven narration there, but not this one.
This is a amazing game. I love the noneclidian part of it because it allows for infinite play space within your own room.
Wow i revisited this and it's changed a lot, the tutorial is very useful.
I signed up for an itch.io account just to thank you for making this amazing game - keep up the awesome work and I am excited for future updates!
Thank you :)
One small update coming today. More on that in devlog :)
Can I join the discord, too? I'd love to follow everything around this game while I wait for my headset to arrive
Of course :) https://discord.gg/4f7JE6G
You are doing an amazing job immersing the player in your game world. I've put in many hours into my current load out and finally unlocked the ability to stack upgrades without degrading their effectiveness. I love what you are doing with impossible spaces.
If I may make a request, the games that immerse me the best have interactive objects and structures. Your elevators, track capsules, and swivel platforms really help with expanding the feeling of greater spaces, and I would love to see more buttons and switches that alter the environment.
For instance:
-Tactile puzzles that open doorways/unlock a gun box
-Keys that open closed off areas
-Control panels that align far off platforms to create pathways to the other side
-Far off targets that trigger events when shot
While I'm at it, the AI bots are fun, but a tad static. I'd love a hunter that is tracking me, a large boss that requires riding elevators to take out sections of its body, elite versions of the current bots that drop guaranteed weapon types.
Thank you again for your hard work, I look forward to your updates.
-Mataio
All of that is on the list and is going to happen :)
The current bots are just bare minimum. They do not pose almost any danger as the big ones do not seek you (one is actually completely blind) and the others are not that dangerous. In the next build I want to add an enemy that might spice things up.
Thank you for the reply. Is there a build diary or something like that to follow? You are doing quality work.
There's a devlog here, at itch.io. Although for a few months I only post info when a new build is released.
Really enjoy this game, the moving around a physical space is such a great concept. Cannot wait what to see how this further develops.
Played on the Index and works perfectly :D
Thank you! I had lots of issues with Knuckles and as I don't have Index, at least, yet, I couldn't test it properly. Glad it works now :)
Anticipating the arrival of my Oculus Quest...I bought it specifically for this game after my friend let me play it on his!! This game blew my mind, I cant wait to get lost in it
I am now uploading a new build and after I fix some bugs I want to add a new enemy and a new zone. And an open world feature gest closer and closer - this should change a lot.
I love being able to walk around in real life and traverse the game environment like that. Open world sounds really interesting I cant wait! My quest arrives next week and im excited to buy this and play!
This is definitely my all time favorite Quest game. I love the thought put in to developing this game and i especially love the enemy design :)
Jump in onto discord https://discord.gg/Kde8dF :)
Although I have lots of ideas for enemies, I am happy to take any ideas. In the build after the one I am about to finish, I want to add a new type of enemy that is going to be based partially on ideas from the discord.
Amazing work! I hope you keep experimenting & finding new techiniqes that bring a smile to your face while implementing them.
Man this game sure is fire! I'm playing it since i bought the Quest about half a year ago. It's so much fun to see how much better the game get's each Update. I really hope to see even more cool content. Keep up the good work. It's already one of the best games for the Quest since Launch.
Thanks :) I cannot wait till I'm done with core gameplay mechanics as then I'll start adding more actual content. And a very big step after that will be adding narrative.
if you dont mind, how do you set this up? or is there a tutorial for it somewhere? i downloaded the latest version.
For Quest? The best way is to do it via Sidequest ( https://sidequestvr.com/ ). There are instructions what you have to do (you need to setup a developer account, switch your Quest in developer mode and then install games via Sidequest on you computer or commandline using adb). Please check that website.
thanks!
If you'd rub into any problems let me know :)
I want to Stream the game on Twitch, but i can't choose the game there.
Could you try to Upload Infos and stuff on Twitch so i can choose it?:)
I have no idea how to do it
I wasn't registered as a developer on Twich. Send a registration form and waiting for an answer. Should be all set up in max few days.
Thank you so much :) i hope through that more people will find out about the game.
This is amazing, what a cool idea! I love being able to physically walk around the environment. However there is one major problem I'm having. I'm playing on the Vive, and all the controller button functions are reversed for some reason. So when I pull the right trigger, my left hand closes, and vice versa. Same goes for the trackpad, so I'm guessing it's just all the buttons are reversed.
Also, would this game be better with the wire mounted to the ceiling, or is it really only made for standalone VR like the Quest? Thanks.
Thank you :) and thanks for the information about the bug. I assume you're talking about standard Vive controllers? I will check that out (I need to store my Vive somewhere else as almost constantly it is under a pile of other boxes :( ).
Well, I started to work on it with a wired headset and I sometimes playtest it like that, although using wireless solution makes you not worry about the cable. For the wired experience, there is a FAD on your left forearm, close to your wrist. It shows how many turns did you take, so you can untwist. Ceiling mount may help a lot. I decided to get a wireless adapter for my Vive (tpcast) and that might be the best way to play the game. Alternative is using a backpack laptop with a headset. I actually should try this out with Rift S.
I just played the game again and the bug seems to have fixed itself
I don't know if I had submitted a comment, but this game is awesome! I have played this a long time ago, (Back then it was the first version..) and I see it came a long way!
I have one thing, though. I am using Index controllers and the navigation doesn't seem to appear. Don't know if it's something that is known. If not, then I can give you logs and other things to help with finding this bug.
I assume that you have navigation EXM installed. There is a known bug related to navigation - sometimes path doesn't get generated and I need to find cases when that happens. If you can send me a logfile (to contact@voidroom.com) then it will be helpful. I'll be creating a test case to generate worlds one after another (using different play area settings) to look for invalid navigation cases.
If it helps you out, it was while I was running through the tutorial, So the EXM's were definitely installed. It showed no types of tracking on the hand displays or the arm displays.
trying the game today, and the navigation is okay now. I dont know why i was having problems last night.
That happens for some levels (both play area size and random generator seed matter, so it can be reproduced).
Amazing game, I am hooked. I love the progression system gives it, I'll give it one more go feeling. Is there any plans to improve the graphics or enemy models in future updates
Thanks :)
There are a few ideas I want to try to add a bit more detail to both characters and environment, but for this project, the graphics are not going to be vastly changed. One reason is that I like this kind of aesthetic but there are far more important reasons too: everything in the game is procedurally created and to make it as quickly as possible, I decided to drop texturing and just focus on meshes alone. I am not a big fan of loading screens in games ;) and I want to keep these as little and as short as it is possible. And with open-world feature coming... soonish, the need for a short generation of meshes is even more in demand.
While I could just use existing textures for various bits, they would look terrible when those various parts get combined. This could look cheap/bad. To make it fit nicely, all textures should be modified a bit. This is not only time required during the run time but also I would have to spend a while coming up with a solution, experimenting and so on.
Graphics is important but right now I'd rather focus on the gameplay and then actual content, variety of weapons, enemies, places etc.
The thing with procedural generation is that if I find some time to work on improving graphics, it might be possible to add a system that generates textures and it could work automatically for most of the assets. That's something that I'd love to have but it may have to wait for another project.
I've already left my review on SideQuest but wanted to post a bit of it here, just in case. My biggest points were: More variety in gameplay - maybe create some locomotion puzzles involving picking the right room/door? A randomized puzzle to unlock an elevator? Or a tool that turns walls into doors/hallways for when we're backed into a corner? Nothing too complex, just something to break things up. Also, and this is a big one, I'd LOVE to have a seated mode that allows me to use the sticks to smoothly move and turn - this is the only thing keeping me from playing more. Fantastic job on this!!
Hey, thanks :) I answer in points:
This is the best game for quest what you're doing is amazing. But please make it possible so you can swap the left and right weapon. That would make it a lot easier for lefthanded people. And are you working on this alone? How much will the full game cost.
Thank you :)
Right now I am working on weapon crafting and as you mention it, I'll add "swap weapons" button to make it easier. Probably tomorrow there is going to be a new build with new weapon system (the actual crafting is going to happen after that).
Yup, alone. Not decided on the price yet. I was thinking about $15-$20 but that still depends on a few important things. And with current world events the situation may change within the next few months.
Thanks for the fast reply. Have you already planned a realease date or year. Will you add more content updates after the game comes out? Also, the corridors are at first way too easy if you compare it with the sideways elevator section, but the big enemys are very annoying because you have to wait so long until the finaly turn around. It would be cool if there was another way to kill them.
I had plans. But the plans went out of the window a few times. Mostly due to non-development related things.
The plan is to have the release version with rich roguelite mode + one story mode and after that to expend with new zones, enemies, items and new stories (these are meant to be 1-2 hour long modes that resemble traditional single player games).
You can push them of the ledge or use grenades/mines. Right now I am changing weapon system and one of the possible improvements for guns is "armour piercing" node. Also there are going to be other types of weapons. And traps. So there's going to be a plenty of ways to dispose enemies.
I'm so exited for the new build and i have discovered a crash in the menu where you assemble data blocks if you put a block there then auto fill the rest and then immediately press clear the game chrashes. I'm on quest.
I'm so thankful you for that repro! I got a few crashes reported with this bug and couldn't figure out what is going on there from the log alone. Now it is going to be fiexed.
Except for that, the newest build is almost ready (I still want to add a few weapon parts).
I smiled so hard during your game i pushed the quest up all the time. Iam so fascinated about the possibility. I saw the video and thought: looks ok ill see what they mean.
And now i cant wait to try it with a little more room or let others play and watch it!
Thank you so much! While these hard times i happily forget everything within good vr games. And this os one of them . Even pre alpha.
Can i suggest you something? I missunderstood something in game and made the idea:
what if we not only buy upgrade stuff for the arm but also level parts which can be generated?
:D
That's sort of part of the plan :) You will have to unlock access to further parts of the world (although I don't want it to be just on/off thing and even without the unlock, you should be able to enter other levels but at some cost). For sure in the the final game, the enemies will appear one at a time, not just a mix right from the start (which is also part of the story).
Im so looking forward to it!
When I open the game, a window shows up on my desktop as if I was in VR, but my headset only displays that the app is loading. (Windows 10, Rift S)
When you move the headset, it moves in the window?
If so, could you check if maybe you have two graphic cards. If you have, you should try to run the game in performance mode (it should be possible to set it up when you right-click on tea.exe).
If that's not the case, could you send me output.log file (from _logs subfolder) to contact@voidroom.com. please?
That fixed it, thanks! And wow, you responded quickly!
when I get into the game i cant get past the developer title screen, help!
Is it Quest or PC? It would be extremely helpful if you could send me a log file to contact@voidroom.com
If it is possible, can we continue through e-mail or discord? https://discord.gg/AAkDvJ
This is genuinely the best game I've found in VR. Amazing for a free pre-alpha. More than anything, I'm really impressed by how you've managed to eliminate both teleporting and sliding movement, despite having a lot of walking. I'm afraid I'll have to judge every future game I play by these standards, now.
Ha! But please don't do that :) There are lots of awesome VR games that don't use impossible spaces. But if you like walking, try other games with a similar concept. On Steam: Unseed Diplomacy, Sommad, Shattered Lights. On Quest: Out or Dead.
It would be really good if Tea for God could also include some of the features of Unseen Diplomacy, like:
- Dodging stuff like lasers, swinging axes or other stuff
- Small puzzles
- Unscrewing airvents
...etc.
I think those would work really well with the setup of Tea for God!
The traps are coming :) Same as machines that you will have to operate to unlock stuff. Although I do not want to have an mandatory puzzles.
I'd like to add some extra devices that can be used to access specific objects. I haven't thought about a screwdriver and now you mention it - if you have robotic hands, you could have a screwdriver hidden in one of your fingers. "Go go gadget screwdriver" style.
This sounds awesome! I've donated another 10$ :-)
Thank you :) While I want to work on the machines first and make most of the machines not require any extra device, I giggle every time I think about fingers with screwdrivers or some other devices, like some electric discharge device that can be used for both puzzles and to annoy robots ;)
I played a few runs of the game, and was especially fascinated with the impossible spaces. I don't have a lot of room to play vr, but this game made good use of what I did have. There are a lot of aspects and features in the game, though, and I spent hours doing tutorials. Even now, I am still confused about a lot of stuff in the game. I think incorporating the tutorials into a map instead of an empty void would help substantially. Overall, though, you did a great job with the game and I can't wait to learn and become proficient in the many aspects of the game. I've only been playing a few hours, and I'm already addicted.
This is going to happen :) I want to add a mode which will act both as tutorial and introduction to the lore. And also it might be treated as a standalone game (as it is going to tell a separate story that is connected to the lore). But this is going to happen last. Each mechanic will be introduced slowly to not overload with info and make it available to accustom with it.
I really enjoy this game, but since i have been having issues, i did a full reset on my quest and now i am having difficulty downloading the lates build. However i was able to download crisis bergade and Vr desktop. this is what was given at the end: A task failed. Check the tasks screen for more info. INSTALL_FAILED_NO_MATCHING_ABIS: Failed to extract native libraries, res=-113
I was not able to find any help. I am using chromebook with Lenux and my developer mode is on. internet and cable are good. Any help would be great. Thank you.
KGBN
Such error appears when APK can't be installed to Anroid device. tea.apk is created for Quest but not for other devices, like phone. Check if maybe you have your phone connected to your PC or some other device.
Thanks for the reply and I must say that is exactly what seems to be happening. I am using my pixel Chromebook and when I connect to sidequest, the top left corner says my pixelbook is Connected. I have the ADB enabled which connects the Pixelbook and when I have it off it does not connect, but neither will the oculas. Oculas does not connect either way, so I thought it was the computer or cable. But cable works, so now I'm thinking it is something else.
Any thoughts and I tried to upload a picture but won't work.
It seems that Sidequest is running on your Pixelbook and tries to install stuff on it. I assume that you have your Quest set up to be in developer mode (and your Oculus account is also dev). If you connect Quest to Pixelbook, is there any notification popping up? Or can you try running from a commandline "adb devices -l" (or use "Run ADB command" in Sidequest to run this). This should list all connected devices. If Quest is there, you have to change the target device in Sidequest - although I don't see any icon or setting to do that :(
If you have Discord, you may ask for help at #support-general at Sidequest server (https://discord.gg/yfa9hT).
This game is insane. This is easily the best "tech demo" when showing friends what the Oculus Quest can do. The concept of impossible spaces still blows my mind every time I play, and each update makes the game more awesome!
Thanks :) And there are more things coming. Personally, I can't wait till I get all core gameplay things in and get back to adding more places, enemies and weapons :)
Can`t launch game( On monitor I see game, can rotate HMD and move controllers, but in headset I see only infinite SteamVR loading.
My setup: WMR(samsung odyssey +), i7m gtx1050, 8gb
Is it possible to send me a log file (in subfolder _logs, the latest one)? To contact@voidroom.com
Here are logs folder.
https://drive.google.com/open?id=1-SMd4YyIQSKBe5wTwJaHkMAhhuXmY5JZ
Thank you. There's no error in the log, which means that the game is completely unaware that nothing goes to the HMD. As you see loading screen, I assume that it is being updated, I mean, you can look around, right?
I'll add more log info for OpenVR (SteamVR) and check it with the headsets I have (haven't been launching using SteamVR for a while now, as I wasn't changing anything there, I guess that updating OpenVR wouldn't hurt).
Yes, I can turn my head and move controllers while I see loading in HMD. Ok, ping me when you will update it.
One more thing. Do you have two graphic cards? If yes, try running the game using the other one - you should be able to run the game in the performance mode or something like this.
In the log, there's an info that the game was run using intel 600.
This has to be one of my favourite VR games.
Just received my Oculus Quest few days go to try out this game. Got to say, it was a fantastic experience. The use of the small space and really brings out the essence of VR. Jaw dropping. Absolutely love the game and see myself promoting it to my peers. Keep up the Awesome Job!
That was fantastic! I have a 2.2m square playing area and I just ran through a 74m maze! Unbelievable use of space.
One question? Does it keep track of how many rotations to the clockwise and counterclockwise a player is making as they go through? Halfway through my cord got so twisted I had to stop to spin it back. It would be good if the left and right turns evened out over time so you never twist more than a certain amount?
It doesn't :( There is a turn counter that should help untangle the cord but the game itself doesn't create the environment to avoid too many turns. I am thinking about having that for linear levels. For non-linear and open world it won't be possible. There could be sections that you could trigger that would be based on going in one direction only (could resemble a staircase, a tower etc) to untangle the cord.
Haha, this is why I love Oculus Quest, no wires attached :)
Love the game.
Been playing on the quest for a couple of days.
Looking for any dev contributions?
Maybe just some simple performance optimization?
Love to give back something.
Not yet and most likely not during this project :( It's quite experimental and there are lots of changes. For future projects I plan to work with more people, when production pipeline is stable, etc.
My biggest known offenders when it comes to performance right now:
1. Lack of LOD system (yeah, I know).
2. Lack of mesh optimisation. Both those points are related - everything is procedurally generated. And I mean, every single mesh, every vertex and triangle. Some of the places have a much higher trangle/vertex density than they should. I need to thing about a solution that would address that.
3. There are occasional hitches that are related to game loop. I need a few days to sit down (well, walk around) to catch as many cases and then investigate them to check, what can be done. If they can be fixed in an easy manner or not.
4. There is no system to suspend distant actors/objects. I have sparse (time-wise) advancement that helps a bit but if you are on one end of the level, all elevators (like 30 of them) go there and back all the time. That requires advancing logics, collisions, sounds and so on.
5. I will be changing the game to open world. This will require dynamic management of NPCs which means that there will be NPCs only in close vicinity. This should enrich the game a bit as the place should never feel empty (unless it should due to story/place itself). It should help with the performance. But then, creating a part of the level every minute or so might be an issue too - I need to find a way to do it really efficient (low-hanging fruit is "create a separate thread with the lowest priority and leave it for the OS").
6. I still don't like shaders. I know they should be simpler. I know that they seem to be too complex for the result they give. I know that you can have a better looking scenes with static lightning. But I can't go for "oh just add textures" as this is not that simple as it sounds. And just hiring a bunch of artists won't solve this :( Adding textures will make the whole generation longer and that's the last thing I want. I don't want to go into completely flat triangles either as it really doesn't work in narrow corridors. That's why there are those voxely "textures". Eh. I need a solution for that or just a proof that simplifying shaders more won't help that (actually they are much much simpler when compared to the PCVR version, for PCVR there are two texture readouts per pixel, for Quest there are none, it hits some fidelity but most of the people won't notice without a direct comparison)
Or maybe I could create a version that has some performance tools available that can be used to gather data about hitches. So at least I could delegate that?
No problem, sounds like this is kind of your prototype for something bigger.
I tossed out 'performance' mostly because I don't have enough time to help on any core items.. and its usually more focused on technical coding rather than game concept.
Reach out in the future.
Wow! Incredible! Just a few ideas to make the world seem even bigger... ladders, climbing {pipes high above the enemy?), and ziplines would be a plus as well. Keep up the good work!!
Zip lines is something that is on my list for a long time :D As for ladders and climbing, if everything goes ok, they work, but if someone tries to jump off them that's when things may break (it's easy to desynchronise vr space from game world's space). I still need a good solution for that. I have a few ideas that I need to try out.
With ladders you're standing in the same location whether you are holding or letting go. Perhaps the problem would be if someone is holding the ladder then walks away. Most games the play space will follow you in that situation but in your case they should lose there grip and fall landing within the correct coordinates.
True that. That's why ladders and zip lines are most likely to be added. Zip lines can auto detach when you reach your destination.
You Sir, are nothing shy of genius. First, congratulations on a great game. I'm extremely interested in the inspiration behind it all. Secondly, thank you for your response in support. Although my involvement has not required one single bit of support, I notice the manner by which you treat each "issue". Tertiary, I look forward to the future in this game and I am on board when this becomes a PAID product. You deserve the accolades. Keep up the good work. Greetings from Cincinnati, Ohio USA.
Thank you :) You can read a litle about inspirations in a devlog post (https://void-room.itch.io/tea-for-god/devlog/91728/why-tea-for-god). Although there's more than that and I'd like to write about how Tea For God was changing over time etc. But I'll keep it for time after the release.
Feedback is really important to me and if there is something that prevents anyone from playing the game, I'd like to help/fix that. This is also a reason why I am now doing tutorials. I was planning to do that later but... The system for that seems that is going to be used as a general game script for various things. And secondly, doing the system now, I might focus on other things later on. And the most important thing, with tutorials it should be easier to understand how things work in the game, what's important when playing etc. I want the game to be more than just walking and shooting.
Absolutely love this game, and can't get enough of it! I am extremely excited to see the future of this game & the way everything feels is surreal especially how everything works when starting a new level or stage.
BRAVO!!!
Thank you :) Can't wait to get back to working on enemies and new levels and to finally start working on actual content to have varied regions. But there are more important and fundamental things to be done first :)
I wish there was a discord server
also Can't wait to see if hand tracking is viable.
There is! Jump in: https://discord.gg/FFwyf4n :)
If I won't run into any technical issues with hand tracking, you should expect it soonish. There might be certain gestures required to perform some actions. If they won't be comfortable, there's room for more updates and ideas.
This game is great, I would venture out to say it is some of the best. The way you made an infinite space is astonishing. I'm glad to see that VR indie developers are there and going strong!
keep up the awesome work!
Thank you :) I'd really like if there were more games like Tea For God. One thing that I'd like to do a while after the release is to create some tools to make it easier to do impossible spaces with Unreal/Unity. But that might be harder to do than I imagine and I already consider it a hard task.
Seems like it crashes at launch on my Oculus Rift S, am I doing something wrong?
It's not your fault. There's something wrong within the game. Luckily I have Oculus Rift S now, I haven't opened it yet, though. I plan to release a new build (wanted to do it this week but life is like a box of chocolates). I will be looking into some tech stuff next - Oculus Quest hand tracking and properly testing with Oculus Rift S. I have no idea if I'll get the repro but for sure I am going to find that bug and fix it.