今天,《Demigod项目》在MetaQuestOfficially released on PC VR, we spoke with Omnifarious Studios to find out more. Read our full interview here.
He told me on the video call, "The Demigod project started when I was still at Columbia, around 2017 or 2018. When I saw that VR was finally becoming important and something we'd been waiting for since we were kids, I was all in."
Since embarking on the project, Robertson has largely handled it alone, with Fast Travel Games taking over publishing in August 2023 and hiring two full-time artists last October. As an independent developer in a growing field where the conventions of VR are still being established, he calls it "a huge challenge".
You'll need to play a lot of characters and learn a little bit about about 100 topics to be good enough to make it work.VR presents its own challenges because it's a rapidly evolving field. Software, plugins and game engines are constantly being updated, but not always for the better. I've encountered many unexpected obstacles over the past few years, but that's fine because I really enjoy learning new things. Whenever I learn something new, I add it to the game to make Project Demigod even better.
Robertson explains that Project Demigod formed from a combination of two things - his love of superheroes, and frustration with what he saw as a lack of player freedom in video game combat.
Robertson went on to explain that this idea was realized by using abilities in different ways, such as by throwing fireballs at the feet of enemies, causing them to explode upwards. He wanted enemies to have more unique reactions when attacked.
As someone who has yet to actually experience it, I asked how Project Demigod had changed since its initial release.Robertson replied, "The sky's the limit," explaining that the early version had been in constant flux. "I released it as an early version on Steam mostly to see what people thought, when there were only 3 or 4 skills and very simple enemies."
In its current state, Project Demigod is purely a sandbox experience; Robertson compares it to Blades & Magic, but with a focus on superhero abilities and "more emphasis on a larger world." Previously, he mentioned plans for a standalone campaign and mission progression on the Steam Early Access Frequently Asked Questions page, and I asked him if that was still on his mind.
"Yes. We have some plans and designs in place right now, but there are so many potential features for the game that we're not sure how much time and effort we're going to put into it and which direction we're going to go. For now, it's purely just a sandbox mode."
So what led Robertson to mark today's update as an official release?
He explains, "We've finally reached a point where we're hopefully establishing the roots, which is the baseline of the game ...... We feel like we're in a really good place right now with our choices, enemies, and optimization, although there's still a long way to go. I still have about a thousand ideas to realize."
While version 1.0 establishes the baseline for the game, Fast Travel Games previously mentioned a post-release development roadmap, so I asked what changes might come with future updates. Giant enemies will be part of that.
"I wanted to explore new and different types of battles. Who doesn't love a fight like Superman vs. Godzilla?" He told me.Robertson also outlined plans such as switching between day and night in certain levels and customizing ability colors.
Do these future plans involve additional VR platforms?Robertson didn't confirm anything, but he did explain that the PSVR 2 "is definitely something we're aiming for ...... It's a great headset, and I think themarketThe people on it will definitely enjoy our game."
I've also heardPICOIt's a possibility.
Project Demigod releases today on the Meta Quest platform and Steam for $19.99.