Pyramid VR cover
Pyramid VR screenshot
Genre: Adventure, Indie

Pyramid VR

A little note...

We are still working on it, promise.
Just having issues with the inventory hand snapping, once we resolve that we can release it.
Sorry for the delay but on the life of a regualr Indie dev, day jobs have to come first.
This new update is really worth waiting for though, it will add more immersion into the game!
We are close I think, bit no promises of release date yet.

Thanks for your patience!

Almost there!

So we finally fixed the shader issue with the sand storm.
We also got the left adn right trackpad press to move between inventory 'pages'.
Now we just need to adjust the grab distance and snap points for the iventory items and disable the laser pinter on the left/right press.

After that, we can update...and this is a good one!
Check out the picture before/after on the previous posts, everything looks better, we also made some game play improvements and worked a little on the tutorial to start explaining game play!

Still hard at work!

We are still finishing up the updates.
We totally redid the inventory, it is taking longer than expected to correct the hand rotations to get the objects out but it really is awesome, you now just reach in drop the item, a small model of the item then appears, then reach in and pull it out, no more selecting the item in the lid then reaching in.

Anyway, just wanted to let oyu all know that we are still working!

Visit us at

Notso Entertaining productions

Soon! We want to promise!

But let's face it, the worst thing a Dev can do is promise a release date!
I can say that it is going well, just a few small changes left and we will release.
Due to the hurricane that came through South Texas, my day job has kept me busy, but shoujld go back to normal end of next week.
And my family lives in Florida, and they got hit a little hard....
So please forgive the delay in the patched release!

however, as a recap (and new stuff), we are working on..

Upgrade from Unity 5.5 to Unity 2017
Upgrading VRTK (our movement and interaction script package)
New shaders!
New Shadows!
New Inventory mechanics!
Adding a snap turning option (for the lazy). So, yes, you can stay seated and play if you so desire
Also might be adding a little surprise if you get the max score...once I figure out what that actually is!
(Amazing, created a game, put in point values for treasure but never bothered to actually add them up!!)

MAYBE ADDING....
We might be adding a notebook style of examine system. Look at something and it adds a note to a log book instead of always popping up when you look at it..
(many might not get it but the pop ups are in CRT format as a kind of nod to the old school games. They are not there to break immersion but to just kind of honor where it all started.)

Still working..Pics included!

The update is coming along just fine now.
We now have teleport movement working again and just need to get the inventory button working.
You will not be disappointed, the shadows we now have working correctly are really amazing, as is the new shaders.

The delay is because of this 2 man team and 1 of us having a day job.
I live in South texas, I repair equipment for certain food chains and now that the hurricane is past and the clean up has started stores are opening again and I am running around repairing the damages so that is leaving me little time to do a lot of work.
We will push this update out as quickly as we can, these are not the best quality shots but they will help show the difference I am talking about.
(These were done quickly, they look better in VR of course!)
Before on left after on right



Update on the Update!

OK...
The scenes look fantastic, the shadows are so much better.
However...
We decided to upgrade ALL assets to Unity 2017 instead of just the main project and fixing the scripts to work so this broke a couple things.

We are close to solving the issues, only have 4 now that we can see.

1) The particle shaders for the sand storm do NOT like Unity 2017 so had to be reduced to almost non existant for now
2) The Inventory and options button stopped working (easy fix we hope)
3) Teleport movement stopped working, not even a laser pointer (will not release it until this is fixed at least)
4) The highlight shader is a little....off...we can disable the non working parts if needed.

once we get these we will release and really would like you all to check back in the game to see the difference!

Update coming soon

We think we have fixed the Unity 2017 and shader issue so the game looks a little better and should be faster on lower end systems as well.
We need a couple more days to test.

Please contact us if you have any issues before, Give us a chance to correct any issues!

Thanks and enjoy!

Still upgrading..Grrr, shaders!

It seem we ran into a bit of an issue with a couple of our shaders not liking the new Unity and our attempt at single pass rendering so for now we will continue with multipass, get theat working for vive then get the rift player working (the rift is a ittle more stubborn to change!)
We will certainly post an update as soon as we get this migration completed!

Upgrading!

We are in the process of upgrading to the newest stable Unity version (2017.1) and will also be making a few small changes. This will take a little time since that version 'breaks' the rift OVR player movement scripts and post processing, with either ghost frames or turns the scene into a fire red/orange (which is actually cool looking but not what we were going for!.

The new, incoming, version should be a little faster for the lower end machines wishing to play (since we're hoping to implement single-pass Stereo rendering, and if possible Vulkan support). However I have played on a laptop with a GTX1060 so it doesn't require much!

I posted this in the discussions concerning movement:

Well it seems some have expressed the desire for snap turning.
We never encountered this in the games we played while we were developing this one, I just preferred room scale and actually turning my body or head to change directions. We will see about adding this as an option, we are also trying to add other movement options.

In the next project we will do away with the TP strips and add black out teleport zones instead.

Sometimes things seem like a good idea at the time and then it gets too late to change them. At the time we did not know how to add no-teleport spots etc but we listen and will make changes to either this project if not too drastic (like movement is easy to add, changing teleport layout is not) or build the next one with these preferences. You live and learn, but it is impossible to satisfy everyone, but we will do what we can though!

Thanks for playing!

Early Access no more!

WE ARE LIVE


For those who already own it, You MUST quit and restart to get the update, the executable filename has changed so it will not work otherwise.
The game is stable, and fully playable from start to finish! (We are still tweaking and adjusting things for a better user experience though!)

PLEASE, PLEASE let us know of any issues and give a chance to fix them before posting a negative review!
We are here and working hard updating and making little changes to improve game play!

THERE IS 'WALKING' IN THIS GAME AT TIMES!!
Teleport movement is only allowed on the little brown strips on the floor.
No strips, no teleport. This was a design decision, we want you to explore and also not pass by puzzles or events. This was easier than trying to enable/disable teleport system as needed.

(I only mention since someone commented about how teleport is random and not working...this movement method is also mentioned in the first pop up box after the scene loads from the gas station setting)

Turning, had some mention of wanting snap turning.
Sorry, again, we decided if you needed to turn in this game you had to get up and actually turn around. This is ROOM SCALE not sit in a chair (though, I play seated, in my swiveling chair it works fine). If we wanted seated we would have made turning an option, but since you can stand up and physically turn and get a little more immersed in 'real life' then we want you to experience that.

The game page clearly says under PLAY AREA "room scale/standing".

Save game only saves on scene changes, it will load you to where you were when you changed levels. so if you want to save progress on level 1, you have to change to the outside or the second level down to get it to save, or else, if you close and restart you will have to pick up items again. (levels are not so big that we need random saves or multiple save slots)