Special note: Due to some technical problems activating Delirium Studio’s account we are opening this thread with the Next2Indies account. We are the PR guys of Delirium Studios 
Hello,
First of all, we are Delirium Studios an indie game developer from Bilbao (Spain). We’ve been working hard for 8 years now and you may know us for
“The Rivers of Alice”, which created a world inspired by the music and lyrics of Vetusta Morla, or the recent
“The Delusions of Von Sottendorff and His Square Mind”As an indie developer you’re forced to be out of your comfort zone continuously. For our last game we developed for the first time for the 3DS. And now we’re jumping to the amazing world of VR with our new project named “Unforgiven VR”.
The basic idea is simple, you look for a duel and both contendants will shoot each other. We think the VIVE controllers are great for this purpose, with the trigger and shape the immersion was great in our first tests.
We are working with Unity3D 5 to develop the game and it was very straightforward to start with the VIVE integration. We’ve been able to be able to look around in VR and start working with the controllers in two days. From there we had a simple prototype with the duel mechanic in one month.
For now we are working with Unity Networking and it’s working. We’ve heard from other developers that the library was not stable enough to use it in production, but for the moment we had had no problems, have you?
The duelsThe phases of a duel are:
- Preparation: Both contendants are face to face, when they line up their hands to the hip, the countdown will start
- Countdown: That moment of tension, waiting for the signal. Trying to start before the countdown will punish you
- Draw: You need to draw your weapons by using the grip buttons of the VIVE
- Aim and shoot: Use your aim and the trigger to shoot at your opponent
The duels are fast, around 10 seconds, and they will end with various possibilities:
- One contendant is hit
- One contendant is dead
- Both ran out of bullets
As you may notice, both first and second one implies to be hit. We wanted to define vital parts that will kill your character if hit. Now the difference is related to the match duration. After some tests we realized that they can’t be settle up only with a shooting. This will cause the player to spend more time in the matchmaking process than in the game itself. That’s why we decided to resolve a match in the best of 3 or 5 duels, but if you’re good enough you can settle it up with a single shoot in the heart or the between the eyes.
We are playing around with other possibilities to end a match. For example, you could surrender by kneeling and raising your hands.
Most wantedApart from the fun of dueling your friends the idea of the game is to start with a ranking based on your duels won/lost/drawn. We plan to add some kind of rewards related to how high are you in the most wanted list, maybe some kind of cosmetic item that will inspire fear in your opponents.
Related to this, you ingame name will be generated dynamically depending on your performance and habits. Hey John, do you always shoot at your opponents nuts? You’ll be named Dirty John. Do you kill your opponents even when they surrender? Oh damn, I’m with Merciless John. In the West your name is all you have, fight for it.
CharactersYou will be able to choose between a collection of characters that fits the typical roles we found in the Western genre, from the topical Cowboy or mexican to the gold diggers or the army.
These characters are an aesthetic option, in fact their size will be similar to be able to share the same (or very similar) hitboxes. You will have different weapons for each one, but at gameplay level all are the same.
We are now working to change the dummies to the first character. We finished the modeling phase and new we will need to texture this guy.
We hope you like Unforgiven and we are looking for feedback, Do you imagine any special character or role to be in the game? Which weapons do you want to see?