Project: Iron Core
A downloadable game
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I'm making a Titanfall inspired VR game called Project: Iron Core. It's multiplayer with Steam support! please try it out and consider following my progress.
Note: This is a sitting experience
Youtube: https://www.youtube.com/channel/UCRv06LI3Y9An93ah8x9QI5g/
Twitter: https://twitter.com/yellowpurplevr
Discord: https://discord.gg/bscNwdw
Patreon: https://www.patreon.com/ypvr
Status | In development |
Author | ypvr |
Genre | Action |
Made with | Maya, Unreal Engine |
Tags | FPS, mecha, oculus, Oculus Quest, Oculus Rift, Robots, titanfall, Virtual Reality (VR) |
Average session | A few minutes |
Inputs | Oculus Rift, HTC Vive, Oculus Quest, Windows Mixed Reality, Valve Index |
Download
Download NowName your own price
Click download now to get access to the following files:
Project_Iron_Core.zip 547 MB
Development log
- Update(9/5/2021) - Wall Running EnabledSep 05, 2021
- Update(3/20/2020) - Full Steam MultiplayerMar 20, 2021
- Update(12/8/2020) - Online MultiplayerDec 08, 2020
- Update(10/11/2020) - Juiciness and sounds addedOct 12, 2020
- Update(9/7/2020) - Hand Tracked Aiming AddedSep 07, 2020
- Update(7/30/2020) - Vive input support, pull to eject and exit mechJul 30, 2020
- Update(7/25/2020) - Mech movement fixJul 25, 2020
Comments
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Is it still being worked on?
no
is it avalable on quest 2?
Is it on oculus quest
It is not currently on oculus quest but definitely will be in the future
I would love a campaign like Titanfall and every mech from it, are you able to try and make these requests?
And please can you put it on sidequest
Hello Zambeid, I do plan to have a campaign like titanfall however for numerous reasons I definitely won't be able to include the titanfall mechs, but I do plan to have mechs inspired from them. And this will def be on sidequest once it's ready
Is this still being worked on?
yes it is, I've been really busy since the last update with many things moving in my life, but I am working on it though
How do I put it on my headset im new to quest and only ever used sidequest to put app on it
Hey hartzf, currently the game isn't playable on the quest by itself. You would need to connect it to your computer and launch it from there. Let me know if you have any questions on how to do that.
Amazing, this is what I needed as titanfall was one of my first games
Glad you like it! I also love titanfall as well which was a big motivator for making this
yo just a quick one are you going to make it an APK. or no
Hey EaseKING, currently no in order to speed up the development process, but later on I will def be making an apk and making it available on side quest and probably the app lab as well.
yo ok thanks also very nice of you to reply
Not a prob, I do my best to make sure to reply to everyone :D
Do you need an oculus link cable to run it on quest 2?
i am using my laptop to download things with sidequest and that uses apks
(i dont have a USB c connection on my laptop)
An easy way to do it (idk if its easy im not a game designer) is to make another download that is a .apk
Hey TheBlueFire69,
You don't need the official oculus link cable but you will need a USB C cable of some sort(it can be USB A on one end and USB C on the other end, I use the previously recommended 1 from anker that is USB A on 1 side).
Unfortunately, it isn't as simple as flipping a switch to make it an apk, and to accommodate it would slow down development so I've decided to forego it for the time being. I hope that's understandable. But later on I will def make it into an apk that can be installed onto Quests more easily.
Thats ok and again im not a game dev so it isnt my expertise also thanks for even responding lol
Hey not a prob, I try to answer all the questions ppl ask me so I can help them experience my game. If you ever have questions don't hesitate to post again or you could join my discord and ask me there :D
This seems like an awesome game concept but my height is way off which seems like it would be an easy fix and the locomotion feels like its not going in the direction of my head or controller both of which are standards at this point. Overall it has potential but is lacking more basic features. Excited to see what comes next.
Hey thanks for trying it out! It's still in the development phase so some things aren't completely fail proof. But aside from the height problem it should be working more or less on the major headsets. And should work perfectly on oculus. That being side what hmd are you playing on?
Sorry for taking so long to respond. I am using a Quest 2 with link.
Oh how interesting, the oculus platform is where it should be most stable. I'm not exactly sure what may be going on on your end and or why, but I suggest trying out the following:
Another thing to point out is that the game is made intended for a sitting experience, so if you are standing up the head location might be off as I don't currently have a setting to adjust between sitting and standing modes. Hopefully these help solve your issue.
I actually didn't know this was a sitting experience, did you mention this somewhere and I missed it? I don't see it in the description. Tried it sitting down and my height issue now makes sense.
I am also curious, are you a programmer? do you have any previous experience (C++ is a tough language)? I'm not trying to pry at anything, but there is a rookie mistake in the latest build that is a SERIOUS problem. In case you didn't notice the shortcuts you made to start the server-host application and client application are both shortcuts for YOUR system, they do not work on any other system unless the file paths are changed to the users system. For example yours says "C:\Users\david\Documents\Unreal Projects\Project_TitanfallVR\Build\WindowsNoEditor\Project_TitanfallVR.exe" 127.0.0.1 -game for client, this does not work for me nor will it anyone else. You need to instruct people to setup this shortcut themselves it isn't (as far as I know) possible to setup shortcuts automatically for everyone as its system specific.
Finally, if you know the ports your server is hosted on theoretically you can just port-forward to allow people to play online through the internet.
(btw there is nothing wrong with having little or no previous experience on game development but you sure as hell picked up a large project.)
P.S. Not trying to be rude or mean, I wanted to point these things out and couldn't find a way to PM you.
Hey Scriptyure, thanks for pointing all of that out. Yes this is a sitting experience and glad that sitting down fixed your issue I do plan to support a standing mode for those inclined but just haven't made that a priority. And like you said I didn't explicitly state that anywhere, that's my bad. I have added a note to the description of the project to state that, hopefully no one else experiences what you experienced.
I am a designer by trade but I have ample amounts of C++ experience during my college days and am comfortable working with C++ code, that being said I am currently developing entirely in blueprints to get the concept up and running and plan to migrate things to C++ in the near future.
In regards to the shortcut issue, thank you so much for pointing that out. That was a huge mistake on my part! This was my first time using this kind of method to just get something into peoples' hands that I didn't realize that there was this kind of pitfall. I plan to push a build that has a proper OSS to connect people together but I was hoping to push this current build out for enthusiasts to play with while I continue to work on the build with a proper OSS. This is also why I didn't want to spend the time to figure out port forwarding stuff, because when I did some quick research I couldn't seem to find an easy and quick solution.
I am experienced, but still novice in many aspects and though I am fully aware this is a big and challenging project to pick up, I see it as a great opportunity to do something I love, make something I've always wanted to, as well as learn a lot along the way, and boy have I hahah. It's going to be a long journey but I am truly enjoying it and it's been a hugely rewarding one thus far so I have no regrets.
PS: It seems like you are very familiar with game development and or fairly experienced. If you feel interested in helping with feedback or contributing to the project and its development, feel free to join my discord. We have a group of fun and enthusiastic ppl who love just helping the project grow, I'm sure you would love it there. Also thank you so much for your feedback, it really means a lot to me that you took the time to try my project out and then even giving me feedback that things aren't working when you could have easily just ignored it. Thank you so much, I really really appreciate your help and straightforwardness!
Hey srs pilot, after doing som improvements to hand tracked aiming I actually came to a design that is very similar to wat u suggested. I think once I add matching animations to the mech it'll almost exactly resemble ur idea. Great to know we think alike :D, also look forward to the update soon im sure ull like it
Hey thanks for your words of encouragement. Let's both hope that will be the case :D
I know this isn't really related to the game, but I do wanna play it, but don't know how to get it on my quest :/
I can't find any guides either
Hey, sorry it wasn't clear in my instructions I'll make sure to edit it. But if you are using oculus quest you're gonna need to use a USB cable and use oculus link. Let me know if you are still having trouble, I'll make sure you get up and running.
Cool Idea.
Allowing the crosshair to follow the headset would be cool, cuz aiming with joystick sucks.
Hey TimeGlitch,
Thank you for your support and feedback! Actually I have experienced different games where they use the head to aim and for some reason they just felt weird to me and so I wanted to approach the problem differently.
I agree joystick is very inaccurate compared to mouse and even head aiming, but when looking at how people have no problems with using joystick to aim in console shooters I feel there is possibility for the mechanic even in a VR game. If I am able to design the game in such a way that isn't overly reliant on accurate aim then I predict using joystick to aim won't become a problem, in fact I want to believe it will enhance the experience.
I say this because it will allow the player to look around the cockpit without fear of affecting their current aim. Imagine you want to look at the zoom scope to spot far away enemies, or look at your radar which is below or your front screen, or maybe a map on your right screen. In either of these scenarios, all of a sudden your need to look elsewhere for critical information becomes a source of pain as it will direction affect your aim. But by removing this connection you are a pilot that has the freedom to look around your cockpit to access whatever you need without fear of ruining your aim.
And this freedom is exactly why I do not want to utilize head aiming. I agree that joystick aiming sux, but I am also confident I can make it not feel that way, and additionally I can use the freedom gained to make the act of looking around the cockpit a rewarding experience in and of itself.