INTRODUCTIONRain of Arrows is a virtual reality archery game currently in development for the Vive (with plans to be ported to the Oculus). It puts the player on a raft making their way down a river canyon, where they must survive waves of enemies and bosses using a variety of powers, and acquiring upgrades to their abilities on the way. Here's some alpha gameplay footage!
https://www.youtube.com/watch?v=8ZItBayUujQ&feature=youtu.beStill a little rough around the edges, with a few bugs, temporary sound effects, etc., but I think it gives a good idea of what the gameplay is like.
ABOUT MEMy name is Adam, I'm a solo developer and I've been working on this game in my spare time since June of 2016. I've always wanted to make games, and I've started (but never finished) about 100 of them over the years, but this is my first real serious effort. My initial plan was to start off with really quick iteration cycles, finishing and releasing a tiny game every few months or so, until I gained the experience for bigger and better things. I initially thought that Rain of Arrows would be nothing more than an "introduction to VR" project that wouldn't take longer than a month or two. "You stand in place, enemies come toward you, you shoot them before they shoot you, maybe there are some upgrades, how long can it take?" I said to myself.
Sixteen months and counting later, it turns out it can take quite awhile. As I've learned, just because you can describe your game concept quickly, doesn't mean you can
make it quickly, and I've hit my fair share of roadblocks along the way. That said, I can see a light at the end of the tunnel as the pieces are finally starting to all come together.
DEVELOPMENT STATUSAs it stands, most of the content is done, though not necessarily fully tested and polished. The main gameplay functionality and upgrade systems are complete, the in-game tutorial is (hopefully) finally done, and all of the enemies and bosses are finished with the exception of the final boss (which I'm going to start work on as soon as I finish this post!) The game has also been through a few public demos, and some gameplay and balance tweaks have been made as a result of feedback.
What's left:
Finalizing content (final boss needs to be done, and a couple of other bosses need some tweaking)
Buuuuggggggssssss, the never-ending parade of bugs that need to be stamped out

More playtesting, more balance and gameplay tweaks as a result of playtesting
A beta test to make sure the game runs well on other systems, as well as more gameplay and balance feedback
Marketing/business stuff (my website is half-updated, I'm in the process of hiring an artist for promotional art, and I'm just starting to figure out this "Twitter" thing that all the kids these days are so crazy about)
BIGGEST CHALLENGES FACED SO FARI think it goes without saying that as someone creating their first game that's gone beyond the prototyping phase, pretty much everything is a challenge, but a few things stand out.
The first is Unity's physics engine. I generally love Unity, but holy hell, has their physics engine given me some
problems. I've spent weeks trying to track down bugs in my code that were causing some or other functionality to break, only to come to the conclusion, after exhausting all other possibilities, that the physics engine itself was just glitching out (and usually finding like two obscure posts from back in 2010 where someone had the same issue). I'd estimate that 20% of my total development time has just been fighting bugs in the physics engine, and let me tell you, I have done some
obscene hacks at a few points just to get things working.
The second major challenge has been optimization. VR requires you to maintain a constant 90+ fps to avoid dropping frames (which is a big no-no for a good VR experience), and it's been a big challenge to stay over that limit (some early versions were dipping down to 30 fps during big battles). I'm honestly glad that I went through this though, because it's forced me to learn a ton about how to optimize in Unity, and that knowledge will no doubt be useful in any future game I work on.
The last major challenge, and one I'm still working on, is the entire business and marketing aspect of indie game development. I've been programming since I was a kid, and I'm a software developer at my day job, so I'm very comfortable inside of Unity, even when dealing with new systems, but marketing is entirely new territory for me. I've read a few articles, but at the moment I'm sort of just throwing everything against the wall to see what sticks. I'm still figuring out how to engage people with Twitter (I'm up to 13 followers!), I've been updating my website and starting to learn a little about SEO, I'm starting to get more active on game development forums (hi), and I'm currently talking with a few artists about getting some promotional art done. Whether or not I end up being successful with any of this has yet to be seen, but either way I'm sure I'll learn some good lessons that will help me with future endeavors. Sometimes you just have to dive in and learn as you go!
RELEASE TIMELINEThe current plan looks like this: finalize game content, squash the remaining queue of outstanding bugs, do a few more rounds of gameplay tweaks and balances, and have the game ready for a limited closed beta by early November (which is yet another thing I'm still figuring out). Assuming I hit that schedule, and the beta isn't too disastrous, try to have the game out the door just in time for the Steam winter sale (with a launch discount, of course; I'm not crazy enough to try to sell a full-price game during a Steam sale!). That timeline
sounds possible to me, if a little bit tight, but I've definitely blown past virtually every other deadline I've set for myself during development, so who knows, it may be a spring release instead. I'm gonna try my best to push and hit that winter deadline though.
FURTHER DEV LOG STUFFI'm not really sure exactly what I'm going to be posting here and how often yet, but I'm probably going to be posting a mixture of "stuff I'm currently working on/just finished and want to show off" and "here's an important lesson I learned during development". If there's anything that anyone's curious about (whether related to VR, Unity, or whatever) don't hesitate to ask here, and I'll do my best to respond!
Thanks for reading, and I'm looking forward to being a part of this community!