Chapter 1129 Three Ways to Move in VR Games
The most outrageous thing is that the other three fingers actually have buttons!
The buttons are distributed over the handle of the gun, which is narrow laterally, slightly wider than the fingers, and has an ergonomic recess that fits perfectly in the hand.
The feel of the button itself is relatively hard, and the key travel is not long, because of the existence of a hand strap, it will not be triggered when it is held virtually, and it will only be triggered when the tiger mouth is pressed and the fingers are pressed.
Of course, other buttons, such as the most basic home button and the return function key, are also available, but in relatively less important positions, after all, they are basically not used in the game.
Pei Qian couldn't help but sigh: "...... So many buttons?! ”
Compared to other common VR controllers, each controller has a full five more buttons, and the two controllers add up to ten more buttons.
Although the middle finger, index finger, and ring finger are relatively inflexible, and special functional buttons are generally not arranged on these three buttons, even if these three buttons are not counted, the handle also has a hammer button that can be pulled near the upper joystick and a retract button next to the gun handle.
This handle is outrageous!
Lao Song nodded: "Yes, Mr. Pei, there are too many R&D funds, so I can only make more fuss about the handle!" ”
"I'm thinking, there are definitely not too many buttons, the more buttons, the more interactive operations can be used in the game, there are so many buttons that have been added, and I don't care about adding a few more."
"Anyway, these buttons can be developed and adapted to the corresponding functions in the game."
Lin Wan took over the conversation: "Don't worry, Mr. Pei, the functions of these buttons have been arranged in the game." ”
Pei Qian: "......"
What does it mean that there are too many R&D funds, and "only" to make more fuss about the handle?
Do you blame me for giving more money?
Shenhua Group also gives a lot of money, why don't you blame them?
How unreasonable!
Pei Qian knew very well that he did give Chi Xing Studio a large amount of money for the development of this VR glasses. But he still doesn't have a clear idea of what kind of VR glasses he can develop.
I didn't expect to make a glasses that look so perfect and have such a lot of functions!
Pei Qian originally thought that with the current state of the VR market, even if he made a product that was better than the VR glasses on the market, it would only be a semi-finished product at most, and there was still a long way to go before it became a really hot-selling product.
But now it seems that I guessed wrong......
Silently put on the VR glasses.
Then, an extremely open scene appeared in front of me.
Ahead, waves crash against the sand, and the island's coastline stretches on both sides. Looking behind you, you can see the forest on the island, and you can occasionally see small animals wandering around the forest.
In front of you in the sky is a translucent interface with icons for various apps.
Although there are very few VR resources at present, there are still some APPs if you forcibly collect them, such as some video software, and now relatively simple VR games.
What's more, VR glasses are Eldraine systems, and any Eldraine software can be displayed in a flat way in VR glasses, and it is still easy to make up the numbers.
With so much software installed, I obviously wanted to test whether these software could work properly on VR glasses and how well they would compare with other VR glasses.
Pei Qian hesitated: "This login interface ......"
Lin Wan explained: "Oh, because the time is relatively short, so the login interface is all made with ready-made game resources. ”
"The default is a scene map of "Animal Island VR", and two other scene maps have been prepared for players to replace, one is the command ship space scene of "Mission and Choice", and the other is the scene of the Santu River full of flowers on the other side of "Turn Back to the Shore".
Pei Qian: "......"
God doesn't have time to do it, so just do it!
You're pretty good at playing, so you might as well remake it by using the scenes from the original game as the login scene for the VR glasses!
What if the players of Mission & Choice and Turning Back knew about it?
Among the many APPs, there are several commonly used system applications that are specially displayed, including the screen casting button.
The game demo of "Animal Island VR" is calculated on a computer, and the screen is wirelessly projected into VR glasses.
After clicking the screen casting button, an interface will automatically pop up, with a few simple prompts on it, you need to connect the computer and VR glasses to the same network environment, or plug in the cable and connect directly.
After connecting, directly click on the game icon on the VR glasses, the computer will automatically run the game, and the glasses will also enter the game screen.
Similarly, other people can see the scene in the VR glasses through their computer screen, but it will look shaky. Of course, if you don't want others to see it, you can turn it off in the projection settings, so that it will only show a black screen on the computer.
Seeing that Mr. Pei and Meng Chang had both entered the game screen, Lin Wan explained: "At present, "Animal Island VR" is still under development, and the demo of this trial is mainly the gameplay of some small games in it. ”
Game development, like drawing and making a movie, certainly doesn't happen in order from start to finish.
The drawing starts with the line draft, and the large frame is okay and then continues to be refined; The filming is based on the schedule of the filming location and the relevant personnel, and it is possible to shoot the back first, then the front, and finally cut together.
Game development is the same, generally make a big shelf first, and then focus on some of the core gameplay and basic functions inside, and finally go through it from beginning to end and improve all the details.
For the game "Animal Island VR", the gameplay such as hunting, fishing, and planting vegetables is obviously the core content, which needs to be developed and tested at the earliest, while the opening animation, transitions at different plot stages, NPC dialogues and other content are not so important, and the priority of development should be placed in the back row.
And this demo is mainly to test several key mini-games in the game: farming, hunting, fishing, mining, cutting trees, making props, and placing props.
Although these small gameplay methods are simple, in regular games they may just be done with the push of a finger button, but in VR games, players need to make hands-on comparisons, which is much more complicated, but also greatly more fun.
The quality of these mini-games will directly determine the actual experience that this VR game brings to players, so it is necessary to develop and optimize as soon as possible, and not be sloppy.
Pei Qian and Meng Chang both experienced it without saying a word.
It's just that the mood of the two people is different.
Pei Qian felt colder the more he played.
Is VR games already capable of doing this now?
It's not scientific at all!
Chi Xing Studio has only been established for such a short time, how is it possible!
Meng Chang, on the other hand, was completely immersed in an emotion of shock and enjoyment.
Is this what VR games are? It's magical!
It can only be said that in the field of games, Meng Chang has really never seen much of the world, he has never used those VR glasses abroad, and he has never experienced simple VR games.
Knowing how VR works is a completely different concept than actually seeing the whole VR world with glasses.
When he first entered the demo of this game, Meng Chang felt like a baby, and he needed to turn his perspective to observe this completely unfamiliar world, learning to walk and interact with the world from scratch.
Animal Island VR offers three movement modes: Normal Walking, Teleportation Jumping, and Vehicle Movement.
In terms of movement efficiency, normal walking is the slower, vehicles move slightly faster, and teleportation jumps the fastest.
The reason why three different movement modes are offered is mainly to meet the needs of different players.
Everyone's situation of motion sickness VR is different, some people can only use teleportation in VR, and they will get dizzy or even vomit after less than two minutes of moving with the joystick, while some people have a stronger adaptability, and they can fully adapt to it after a few minutes after moving with the joystick.
Moving with a joystick is the most immersive way to do so, allowing players to slowly observe the world around them, rather than teleporting and reminding themselves that they are just a bystander.
Vehicle movement is a compromise.
Upon entering the game, the player will automatically be given a Steam-Tech balance moped that can be used as a trigger to control the accelerator and brake.
On the surface, there may seem to be no significant difference between vehicle movement and joystick movement, but it is not.
In VR games, VR racing is much less dizzy than moving with a joystick in a first-person shooter.
There are two main reasons for this.
First of all, when driving in reality, the human body is not moving, and driving in a VR game, the human body is also immobile, so the game is consistent with the feeling of reality; But when you move with the joystick, the game is moving, and in reality, the person's body is not moving, which creates a chaotic feeling in the brain, which causes vertigo.
Secondly, there is a difference in the way they are controlled. There are only three levels of joystick movement that can be adjusted: stationary, slow, and fast. And the difference between these three movement speeds is very noticeable.
The sudden change in speed between standing still and running can make it difficult for the brain to adapt, resulting in a feeling of dizziness.
The movement of the vehicle is different, because it is controlled by the throttle, so the vehicle starts slowly at the moment of stepping on the throttle, and there is a gradual acceleration process, so that the brain slowly adapts, and according to the size of the throttle, the human brain will also have an estimate of the acceleration in advance, which also helps to alleviate dizziness.
In the game, these three movement methods are integrated, and players can choose freely without having to go to the settings screen.
Pushing the left stick is a regular move, and when you pull the hammer button on the left stick with your thumb, a parabola will appear pointing to the target location, and the hammer button will automatically rebound after you release it, and you can teleport to the target location.
In addition, a long press on the reload button on the left handle will bring up the skill wheel, hold it and move your left hand to the steam balance bike and release it to summon the balance bike and automatically stand on it.
After that, you can use the trigger buttons of the two handles as the brake and accelerator to control the self-balancing bike forward, and you can also use the left stick to adjust the direction of the self-balancing car.