Skyfront Beta Test

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FAQ - If you're having trouble getting started, have a look here for basic questions.

Ervin 7 years ago updated 7 years ago 0

Q: Can I play Skyfront on Oculus Rift?

Yes, Skyfront runs both on HTC Vive and Oculus Rift with cross-platform networking. Only requirement is a Steam account.


Q: How do I install the beta?

To play Skyfront beta, you must first install it on Steam. Select Activate a Product on Steam… option and enter the Activation Key. From there on, simply follow on-screen instructions and voila!

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Q: Yay! I’m in the Main Menu, which game mode should I choose.

We currently have two game modes - Single Deathmatch and Team Deathmatch. They use the same map and have no wait period - a match will start even if there’s just one player. However, safest bet would be to choose the Quickmatch option - you will be added to first available match of any game mode that is already in progress.


Q: I’m in a match, but there’s no-one here.

Our matchmaking system should match you automatically with other players. If there are no matches going on in specific game mode, try going back to the Main Menu and choose Quickmatch. Additionally, we have set up happy hour from 6-9PM (GMT) when there should definitely be other players.


Q: So how do I move?

Switch to Speedshifter (push arrow up on your Vive trackpad or Oculus joystick). Now simply point the device in the direction you want to go and pull the trigger. It’s as easy as that. Once you get the hang of moving around, make sure to try out Doubleboost and Grappling Hook to move even faster.


Q: How do I use this Doubleboost and all the other stuff?

Here’s a visual guide to using controllers in our game. You will also find these instructions in the Controls subsection of the Main Menu.

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Q: How do loadouts work?

A weapon loadout in Skyfront is a set of weapons and abilities tied to your controller. You have 2 weapon slots and 1 special ability slot per hand. Weapon slots are same for both hands - so if you choose a revolver and a rocket launcher for one hand you will have them in other hand as well.

Special abilities can be different for each hand, but you can also choose the same ability for both hands.

Note: If you change a loadout or a weapon while in a match, the change will be applied once you respawn.


Q: Flying makes me sick. Also, I’m afraid of heights.

That’s actually a statement, not a question. But we get your point, we’ve had testers who feel a bit overwhelmed the first time around. However, they tend to adapt quickly and once the adrenaline kicks in there’s no turning back. Concentrating on killing your opponents helps a lot.


Q: Game is blurry and laggy.

This is probably due to low frame rates. Try going to the options section in the Main Menu and setting graphics settings to low. Also make sure your gaming setup meets the minimum requirements listed on Skyfront Steam page.


Q: There is no sound.

Make sure Skyfront preview window is active in your desktop.


Q: Game/menu/weapon freezes, how do I get back to playing?

Try respawning or exiting to main menu and rejoining. If all else fails, restart the game. And please let us know of any problems and bugs you encounter. It’s just helps us immensely in making the game better.


Q: I found a bug. Where can i report it?

Report it here on Skyfront Beta message board. Any feedback is extremely welcome.


Q: Game looks incomplete, what gives?

Skyfront is in active development and the look and feel of the game will change dramatically before we launch Early Access. There will be major updates to animations, vfx, level assets and lighting. We will also add a revamped UI. We will also add some features which we’ll announce later on.

Our reasoning for this beta is to get early feedback to the basic mechanics and gameplay and work out the kinks in networking side of things. So expect bugs here and there. But mostly, get in on that sweet VR multiplayer action.


Q: What features are you planning to add after Early Access launch?

LOTS. Progression system, character & weapon customization, navigation mechanics etc. Most importantly, more weapons, more abilities, more levels. However, if you feel there’s some cool feature that absolutely should be in the game, please let us know in the message boards. We are listening.

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Closed Beta feedback

Helixios 7 years ago updated by Ervin 7 years ago 3

Hi there, firstly - I had a blast playing over the weekend! Keep up the good work!


Comments / Issues we encountered:


- Volume was uber-loud by default (on both Vive and Oculus)

- Volume control option in the menu (which you can only get to in-game on the Vive) didn't seem to change the volume

- Occasionally you'd get stuck not being able to change out of the weapon you were on

- No way that I could find to access the menu (and hence the game volume) from an Oculus when in-game.

- Using an Oculus, sometimes pressing the left stick to activate the shield would change weapon - this could have been my fat fingers though! ;) 

- when changing loadout, you have to have selected a weapon AND pressed back to go to the countdown screen, otherwise your weapon choice will not change even if you've already selected a different loadout weapon/


Overall - really looking forward to seeing how this progresses. Two friends & I joinged and ended in an 8 player uber-battle on Sunday evening and it was totally awesome - keep up the good work! :)


Thanks!


Tom




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Bugs - Game doesn't load? Found a glitch?

Ervin 7 years ago updated 7 years ago 35

Post all of the Bug's you may find during Beta testing here.

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Say Hello!

Ervin 7 years ago updated 7 years ago 22

Hey guys!


Hope you're ready to start testing Skyfront this weekend :)

In the meantime, feel free to say Hi or ask us any questions you may have.

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Couple suggestions

VROdyssey 5 years ago 0

Hi, I recently added the game to our arcade via Springboardvr.  It's great but there are two things offhand that I think would improve the experience.  First, the design of the jets or thrusters look a lot like guns and that confuses new players.  Secondly, death and respawning is so quick that most often players are saying "what happened?" than registering their opponent one up them.  This is partly because the taking-damage graphic is so soft.  If it was more pronounced and if there could be some sort of death effect that lasted an extra second or two; maybe the screen goes black and white or the camera shows the player's body in third person in the direction facing it's source of demise.  A little something would help sink in the impact otherwise respawning with bare hands so quickly can make it feel like the round just ended or time ran out or something.  That aside, it's a great game!  If you get around to adding new content, having a gun that makes players lose their zero gravity and potential fall to their death would be cool.  Then they'd have to use the grappling hook to catch themselves.  Cheers~

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Hunter

Kazi 5 years ago 0
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Under review

VR Arcade license

jmcasas 6 years ago updated by Ervin 6 years ago 1

Hi,


have you got a license agreement for arcades?


Best regards,

Answer
Ervin 6 years ago

Hey

Yep, shoot us an email - team@levityplay.com and let`s talk :)

Cheers, 

Ervin
Skyfront VR

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Personal Feedback for Skyfront VR.

NotSoHeroic 7 years ago updated by Ervin 7 years ago 2

Specs

Headset: HTC Vive

CPU: Intel Core i7-6800K Broadwell-E

GPU: GTX 1080

RAM: 32gb Corsair Vengence

  Okay, so I only got to play about 3-4 games of death match with other people, I didn't get to play during happy hour, but the little amount that I did play was extremely fun, I haven't played many PVP VR games, but you guys are easily on the right track for making one I had a lot of fun, even when there wasn't people in my game, flying around with the mechanics was really smooth, and enjoyable.

 

  Other than the obvious "the game still needs work" complaint, there isn't much to complain about, However after playing for more than 30 minutes at a time I would start to feel some motion sickness, and this is coming from a person who hasn't experienced that in VR yet. Not sure if it's just my body not being able to handle flying around or if its a visual problem from the game.


If I had a few requests for things to be added to the game I'd ask:


1.) Make some of the objects destructible. I'd love to shoot all the pots, and maybe the boxes and barrels as well.


2.) I'd like to be able to reload before I run out of ammo, looks like most buttons on the controller are taken, so maybe a gesture or a flick of the wrist to reload when I have half a clip left, or perhaps pressing the same button for the weapon you already have in hand will start the reload animation. I'd like to be able to reload behind a corner without shooting and possibly giving away my position. 

Youtube video

Other than those things I don't have much else to say. Looking forward to the next Beta, and seeing the changes and progress that gets made!

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My feedback after playing

Anonymous 7 years ago 0


Game itself works just fine, but there was few requests:

 - Please could you change so Touch controller 'pointer laser' is not
straight line as usually in Vive (stick in hand), but more as it should
be. Touch controller is not stick on hand, it is more like pistol.. Now
your laser is targeted via handle, not "pistol barrell". You probably
know what I'm talking about

 - I with there is 'turn' button that rotates player 90dec left/right,
so player don't need to turn around all the time (I had lots of problems
with my cables). That would also help room scale playing, so player can
keep turning towards sensors.

 - Maybe some indicator (compass?) what direction is 'real world front'


It was positive to see that movement did feel really good. It was
natural to 'drive' with pressing button and pointing direction.


Missiles are 'somewhat' player seeking.. Maybe if there could be
'locking tone' that you need to get before firing to get more accurate
targeting? And maybe missiles should really be heat seeking. And if
there is heat emitting object (fire, chimney, etc), or player launches
chaffs missile detects new hotter target.


Game itself feels like early alpha, but that is not bad thing, game just needs some work to do.


I could see that this could be really fun PvP shooting game, just needs some work to do.


My hardware is: i5 3.4Ghz, 1080 Ti, Oculus Rift + Touch


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Feedback from the Beta Test.

Anonymous 7 years ago updated by Ervin 7 years ago 3

I always like to start with the positives.
The weapons are great i like the choice and the way you change them,
The game ran smoothly as well which is nice.
No problems loading up the game either.

Problems that i encountered.
I never got to play with anyone, Even when i had friends log in the same time and we were talking in Discord to each other we could never find each other in the the game how ever many times we tried.
every time i tried to play and i tried a total of 6 times early ,late and in between no one was on or it just wouldn't connect to another game. 

The Misty look of the surroundings / Backdrop in my opinion just does not work it makes the game look out of focus all the time at first i thought my lenses were smudged. 

I hope you are going to Add AI to play if you dont this game will fail. How ever unique and cool the game is, the reality is VR can not support these types of multiplayer games for a long period of time. 
the novelty will wear off after a couple of weeks and then people wont play because no one is ever on. Just look at the top games even they struggle to get players.