Hey everyone, Ultimate Custom Night VR is finished with a PC VR version, a Quest port, and even a Non-VR port (yes it's actually real).
Throughout development, I haven't kept much of the game secret as I've shown off a lot of progress both on this game page as well as in my Discord server's teasers channel.
However there were a few things that have not been fully shown in public, and there are also the test builds that have been kept private so I've decided to reveal everything I have had remaining for the game. I think it's fun showing off how a game developed from start to end.
Test Builds
On this page, I have the full archive of every major test build. They are split into 3 versions, PC VR, Non-VR, and Quest Standalone. Each of the versions also has documentation saying what's in each build.
The PCVR version is the main one that shows the very first versions of the game from 2021 to the final versions before release.
If there are any issues with the archive feel free to let me know.
https://gamejolt.com/games/ucnvrtest/824557
Behind the Scenes Progress
Now there is not a lot to show (as I've shown a lot of progress) however what I haven't shown publicly is progress on relighting the game.
For example, this was how lighting first looked back in 2021:
This is how it looks now:
Pretty substantial change, mainly because I switched to baking my lighting rather than just using real-time light. This both increased visual quality and performance.
I've only shown the first versions and last versions which are on this game page, but I never showed the middle stages. I did a lot of the lighting first before retexturing most of the assets and to me, a lot of these images feel satisfying to look at.
I unfortunately already textured Office 1 after lighting it, though this version is much darker than the final version.
The hallways are the only areas that only use just real-time lights. This is because I needed to turn off the hallway lights whenever the cameras were not focusing on a specific hallway.
It was a bit difficult getting the closet lighting to match the hallway since the closet lighting is mostly baked.
I wanted to see how well I could fit all the animatronics that appear in the office. Roughly 25 animatronics appear here, however you would never see all of them active at the same time due to it both tanking performance as well as causing the animatronics to clip into each other.
The very last thing I have is a scrapped idea for XOR. In the final version, XOR just uses Dee Dee's animation with a shader that makes it glitch out.
The original plan was to have Dee Dee fly into the room, do her dance, and then turn into XOR with a unique animation, and then disappear. Due to time constraints, the idea was scrapped though this was a concept of how it would roughly look.
That's pretty much everything for Ultimate Custom Night VR. Thank you to everyone who has worked with me and supported me throughout the development of this game from start to finish.
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