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slyvuh.bsky.social
slyvuh
@slyvuh.bsky.social
10 year virtual reality game dev now making "YoFengYo" (fly a remote control ship around in a huge cage that's infinitely tall)
》runs @hissingbell.bsky.social
》LA Clippers devotee
》中文學習者 (learning Chinese)
Added level thresholds, which reject you if you don't boost through, also made a cute little boost effect

Put in tons of new features this past month including progress on multiplayer (there's a Player 2 bot in the background of this vid, yellow guy)

#VR #UnrealEngine #gamedev #indiedev
August 23, 2025 at 7:14 PM
Made a new animation system to work with unreal poseable meshes and now the "world scrubber" has a full redesign along with procedural sleep, wake, and climb animations. Sound FX work next week, along with multiplayer stuff.

#VR #UnrealEngine #gamedev #indiedev
July 6, 2025 at 12:34 AM
Put in the first special ability, speed boost, but gave it a little too much gas, actually gave me some ideas for traversing empty parts of the level (and I definitely need to revisit that annoying beacon sound, reminds me of a car door left ajar)

#VR #UnrealEngine #gamedev #indiedev
June 13, 2025 at 12:31 AM
Finally back to some shareable work after overhauling my level system yet again. Added in wall obstacles. Prelim sound pass as well, not well mixed yet but slowly growing into a healthy biophany. Should be getting videos up more often again.

#VR #UnrealEngine #gamedev #indiedev
June 7, 2025 at 6:22 PM
Started running into Quest 2 perf limit, had to rethink game design, which provided a lot of clarity and now I'm happier with the direction of things.

Also now have this line of sight material swap so the player doesn't lose sight of their Feng ship.

#VR #UnrealEngine #gamedev #indiedev
March 3, 2025 at 8:08 PM
it's been sound production for the last month. more familiarity with Bitwig, but unnerving to "leave" the actual game for so long.

worked on "FengCam" (ship POV) material today (still not ready to include sound in the videos quite yet)

#VR #UnrealEngine #indiegame #gamedev
January 25, 2025 at 1:14 AM
Added the "Feng Cam" which gives you a little ship POV screen under your controls, very helpful for double-checking your Feng's alignment. Also have the new "dagger" obstacle type seen here hitting the Feng ship.

#VR #UnrealEngine #indiegame #gamedev #ScreenshotSaturday
December 21, 2024 at 9:50 PM
phew. Got my new playlist system running for building spawn patterns. This is essentially how I will do level design, with lots of procedural variation. Seems we've got ourselves a video game here...

#VR #UnrealEngine #ScreenshotSaturday #indiegame #gamedev
December 14, 2024 at 11:36 PM
While trying to get more organized I wound up completely reworking my procedural animation approach. So it goes. This blog post by @charlesboury.fr is a great motivator anyway.
bsky.app/profile/char...

One step closer to good enough.

#VR #UnrealEngine #gamedev #indiedev #ScreenshotSaturday
November 30, 2024 at 7:39 PM
Before he turned into a wizard looking guy I thought my dog was part fruit bat. Turns out he has a good amount of schipperke in his veins.
November 23, 2024 at 10:22 PM
Color changing is in. It won't be a constant shift like this in the game, I'm just testing the vibrance curve.

#VR #UnrealEngine #gamedev #indiedev
November 21, 2024 at 1:23 AM
Decided to switch gears and do another pass on the motion control UI today. My system uses a single axis for yaw and pitch control and I really like how simple it is while still allowing very fine-grain adjustments, suits the arcade feel I'm going for.

#VR #UnrealEngine #gamedev #indiedev
November 15, 2024 at 9:05 PM
moving on from "baubles" next week, gonna do some last things with control UI and "World Scrubber" FX, just a few more systems to revisit after that before going all in on actual game design and level progression...

#VR #UnrealEngine #indiegamedev
November 10, 2024 at 7:58 PM
hi newcomers, I'm making a laid back VR game called YoFengYo, inspired by old, short-session arcade games (with unique motion controls and gameplay systems), follow for wip content

here's some video of the "falling bauble" pickup design/code I worked on today

#VR #UnrealEngine #gamedev #indiedev
November 8, 2024 at 12:42 AM
almost done with new Bauble design, I'll show the different growth stages later this week (as well as what happens when you collect one of them) but for now just a rain of red and blue baubles

#VR #UnrealEngine #indiedev #gamedev
November 6, 2024 at 12:39 AM
fussing with the YoFengYo logotype today and I'm happy with the outline now, so I'll probably bring it into Blender tomorrow

#VR #UnrealEngine #indiegame #gamedev #screenshotsaturday
October 27, 2024 at 1:57 AM
FX roughed in for the "collection field", which is what checks for overlap with pickups. Probably better to make it a particle system, but I like the simplicity of the collision this way (just scaling/translating a static mesh through a few key frames)

#VR #UnrealEngine #gamedev #indiedev
October 23, 2024 at 7:06 PM
art pass on "bauble" related assets this week

video shows collecting a "bauble" and then cashing it in for energy by flying through the black and white portal, get enough energy and your speed levels up

#VR #UnrealEngine #gamedev #indiedev
October 22, 2024 at 12:05 AM
introducing the World Scrubber, the thing you are always trying to stay ahead of in YoFengYo, fly into it and your ship dies

dev pace will pick up these next few months, follow this account for wip content

#VR #UnrealEngine #indiedev #gamedev
October 20, 2024 at 6:23 PM
Finished second pass on spatial control gfx, I think I still want to change the yaw power meters but gonna move on for now.

#VR #UnrealEngine #gamedev #indiedev #screenshotsaturday
October 4, 2024 at 11:58 PM
Trying out overhauled control system, and showing a level getting cleared

#VR #UnrealEngine #gamedev #indiedev #screenshotsaturday
September 29, 2024 at 1:44 AM