Still working on this. Implemented a few more boring systems (level streaming\reload). Started the kick implementation for opening doors and knocking down subjects. AI and object pooling next.
Spent some time optimizing the content. It's very easy for things to get out of hand in UE4. Cleaned up my Blueprints to not reference any other blueprints, utilized Async loading and pooled projectiles and emitters.
Draw calls are way too high for the Quest but I know how to resolve that. Not sure if this game will be considered suitable for it anyway.
Next round of work will be for AI and get the gore to be a little more like Brutal Doom.
Can't get melee to feel at home in VR. It's too janky for my liking... I need to move on so the player just gets a stabby stabby knife and the AI can be axe murderers.
Been pretty quiet lately. Been working on the AI the framework and a new AI type - TechCultist. Next round of work will be tweaking some mechanics. After that... time to start the main gameplay loop...
With the recent announcement that the Rift lineup will be discontinued I thought long and hard about moving this project to PC. I'm not really in the mood for paying 1k for the Index and I don't have Quest Developer status.
A few people reached out to me to at least apply. So that's what I've done.
This project is now a leaf in the wind. It either blows over to the Quest or PC.
I really enjoy developing on the VR platform and would return to it in the future.