Bowl Party
A downloadable game for Windows
This is a VR bowling game. One map, one player, one dev, one month of procrastination, less than one game of experience.
Will I update it to actually be a multiplayer party instead of a one player experience? Maybe when I learn how to write netcode.
I've made it open source so people might be able to make their own maps without me giving up on the project while trying to create a map maker, but I do intend to keep updating this game, even if updates are few and far between.
Check out the source code here.
Controls:
- Any face button to pause
- Joystick left/right to snap turn
- Trigger to grab, teleport or interact with UI
This game should be compatible with any OpenXR runtime, meaning it should work on Oculus, SteamVR, and Windows Mixed Reality. If you find any bugs or it doesn't work for you, let me know.
Updated | 24 days ago |
Status | Prototype |
Platforms | Windows |
Author | glotch |
Genre | Sports |
Made with | Blender, Paint.net, Unity, Audacity |
Tags | bowling, Unity, Virtual Reality (VR) |
Code license | Apache License 2.0 |
Average session | A few minutes |
Languages | English |
Inputs | Oculus Rift, HTC Vive, Oculus Quest, Oculus Go, Valve Index |
Links | Source code |
Download
Download
BowlParty-0.2.0.zip 66 MB
Development log
- Finally, a new update! | Bowl Party v0.2.0Nov 27, 2021
Comments
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Nice bowling game. I did find it a bit difficult to aim the ball in a consistent direction (although it could have been my wireless Quest2 set-up causing a minor delay). It also doesn't detect if you throw the ball down another lane but I'm not sure a real one would either.
yeah i don't think the aiming thing is a you issue. i have some trouble with that as well, the default physics of the steamvr framework don't seem very conducive to precise throwing like that (i basically just used their default "throwable" template), but it worked well enough that i didn't see it as a huge issue for the time being. if i update this i'd probably want to write some more in depth physics for the bowling ball, but that was beyond the scope of i what i was willing to do for this initial version. (also i'd probably want to get away from the steamvr limitation in general, having a native rift version without the overhead would be nice for me, being a fellow quest 2 user)
and for the throwing in other lane thing, yeah there's really no reason for it to detect that because it doesn't really make sense to get a score for the other lanes when you're locked in to the one lane. maybe i could let the player choose which lane they want to play in for a future update. the way the code is written, there's only one set of pins that can control the scoring, but that wouldn't be too hard to rewrite hopefully.
thanks for playing the game! it's nice to have some honest constructive feedback.