* Fixed performance issues. Disabling "HQ FX" should significantly improve the frame-rate.
* Computer sparks now generate fire if oxygen is too high
* Fixed controllers position at start
* Trajectory adjusts on trajectory screen after a 360 degree turn
* A few other minor fixes and tweaks
Patch Notes
* Added Oculus support, inc. for Oculus Touch and the Oculus Remote
* Improved touch controls and in-game interactions
* Changed switches for easier triggering
* Computer no longer turns off in extreme temperatures
* Fixed highlights of valves and switches
* Tweaked lights on fuses to make them more visible
* Fixed a bugs with the fuses (audio loop)
* Fixed some voice overlap bugs
* Added computer glitches (showing real astro-computer code!)
* Fixed the computer power bug
And many more minor bug fixes.
Interkosmos is coming to the Oculus Rift on June 21!
Good news all!
We're putting a few finishing touches on the Oculus build, and working on a Patch for both the Vive and Oculus - inc. improved controls & a few gameplay tweaks.
The Oculus version plays well with both the Touch or the Rift Remote, and we'll post a more detailed update about Patch changes once it's released.
Part of what made the RIft version take longer had to do with making sure the gameplay was fun both with and without the Touch controllers.
We started off with the assumption that a standard controller would be best, but it actually turned out that the Rift Remote did a much better job of emulating hands.
In some ways, it's even smoother than the Touch and Vive controllers, since not having to deal with collisions makes interaction more simplified. Though you do lose some immersion without the hands, it's still a good way of experiencing the game, and we're happy with how it turned out in the end. We hope you'll like it too!
Looking forward to your feedback and thanks for all your support!