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View Full Version : VR Gameplay Mechanics In 'Killing Floor: Incursion'



StyM
10-13-2016, 06:20 AM
http://www.tomshardware.com/news/vr-gameplay-mechanics-killing-floor-incursion-rift,32856.html


Navigating in a VR environment was one of the first problems game designers had to solve. Early on, between the camera motion- and low FPS-induced nausea and lack of controllers and roomscale tracking, moving anywhere in VR was next to impossible.

Game devs had to get creative, and creative they were. They created teleportation systems, which can work whether you?re using a gamepad or Vive or Touch controllers. With the gamepad, you could look at a spot and press a button to instantly travel there. Now, you can aim a controller at a spot within the virtual world and click to move there.

There are a couple of other options, such as the touchpad motion that Onward?s developer chose to use, and a solution called Armswinger, in which you swing your arms back and forth beside you as if you were in a brisk walk. The touchpad motion is more comfortable than using a thumbstick on a gamepad because you still have your hands in the game, but it?s not a perfect solution. Armswinger wouldn?t work well in a shooter because your hands have to be down to your sides.

With roomscale VR, the problem is slightly compounded. Yes, you can walk a short distance, but you still have to teleport to cover long distances, and you need a safety system to keep you from bumping into or whacking physical objects. (Enter the HTC Vive?s chaperone system and Oculus? new Guardian system.)