Ostrich Onslaught

I’m developing a VR game with Godot 4.2 called Ostrich Onslaught. It is inspired by an old arcade game favorite. You can find a gameplay video at https://youtu.be/h1qz9OJyXRI

You will also see Godot’s persistent instantiation problems probably caused by shader compilations. Godot REALLY needs to have thread-safe background instantiation.

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Oh man! 3d VR Joust? Is that what I’m seeing? (If I remember the arcade game name correctly?)

I’ve thought about revisiting joust’s gameplay ideas in some way. Beat me to the punch, but my “good ideas” are worthless without a prototype like you have!

Cool concept and good luck!

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That’s the kind of response I’m looking for! Thank you very much for the enthusiastic reply. It means a lot.

Given time and modeling skill constraints, much of the prototype will likely end up in the final release.

The part that puzzles me the most is the jerky controller response when rotating the player. At one point, it was very silky smooth. Then Meta issued a controller update, and the player rotations became jerky even at 72 FPS.

The rest of the game plays smoothly.

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@soapspangledgames, as a pipe dream, would you ever walk this back to simply 3d? Just asking questions because 3dJoust seems special enough as it is without fighting with VR and narrowing the player base to headset owners.

Not sure if you would have the appetite for that. It’s your baby and if it has to be in VR for your vision, it has to be in VR!

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Yes. I don’t see anything that would prohibit that. I want to appeal to the largest possible customer base.

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I remember having an Atari collection on some console or some computer as a kid. Joust was a cut above a lot of the games on there. Hard as nails though!

Thanks for taking me back down memory lane.

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I have posted a new game play video at https://youtu.be/0GoKr5-B5oU. There are still bugs (if all riders die, the game does not progress to the next level; the AI doesn’t take off if it has to walk to a rider it picks up), but I eliminated all the stuttering that was showcased in the first video. The riders also have lances now, which introduced a new minor bug -lol-.

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I have posted a video update at https://youtu.be/OmlMe1aONZs showing the loading screen that was made possible by pushing level loading into a background thread.

I’ve posted a new video update on YouTube showing today’s progress at https://youtu.be/lMgzd714Ea0. I had disabled level progression when I added background level loading, and then forgot to enable it again after finishing the background level loading code. Whoops!

I also fixed a few bugs which appeared when getting to the next level. This mainly involved failing to reset the cameras to show the level loading flyby. I could look around during loading the second level, and see the flyby happening off in the distance.

Time for a new demo video. In https://youtu.be/Ksp7QACQFFs, I have added lava to the floors. But with this new feature comes new bugs (you’ll spot them easily enough). I’ve also added the beginning of user configuration.