|Submited on :||Thu, 14th of Mar 2019 - 22:39:12 PM|
|Post ID :||b1134v|
|Post Name :||t3_b1134v|
|Post Type :||link|
|Subreddit Type :||public|
|Subreddit ID :||t5_2qwj8|
I see you put in the magazine physics! It's looking great!
Thanks! Super satisfying with haptic feedback
Nice! Are you forcing the "breach" mechanics to a specific location, or can a user place those breach bombs anywhere on a given breachable surface?
Right now all walls + ceilings are breach-able which I intend to have in the final game to give players as much freedom as possible when it comes to breaching. No breaching on corner pillars though. Will be adding more structural elements in the future
You opened the door with a ammo clip? That made me lol. I liked it.
Looks awesome! How are you working with movement? Any sim sickness from walking?
Right now it’s joystick movement for walking because other methods don’t offer much freedom when it comes to other mechanics such as climbing/run and gunning. No sim sickness personally and the same is for other non-vr players that tested it so far
Looking great! I'm glad to hear others say this. I've been struggling with movement mechanics too. Trying to design whole games around teleporting between static locations is so limiting! I think at some point we just have to say "It's okay to let the player move in VR, and if people need to take breaks while playing, they need to take breaks! Trust the player. Give them movement rate controls, make sure it's easy to stay oriented. But trust them to play the game if they want to."
I 100% agree. Sure, joystick movement may be discomforting to new players, but I feel like the freedom gained from it after you get used to it is worth it, especially for certain types of games. It raises the ceiling for the types of gameplay that is possible. It took me a few hours to get use to joystick movement in Onward/Pavlov for example, but now I can play for hours and not require a break. The same has been the case with each of my friends that I’ve introduced into VR. Of course giving the player options with how it is executed is crucial
A lot of the "Rules For VR" that people have set upon themselves are ultimately just going to limit VR as a whole.
I've never been a fan of the rules that Valve set, such as teleport only locomotion.
Motion sickness from VR is something you get used to incredibly fast. Humans are project to adaptation.
I'm glad to see others who are if the same opinion.