6 ms·
I think fitness is going to be huge with VR gaming. We’re developing an FPS game, and are researching walking and jogging in place to drive character locomotio
by timdeneau 10y ago
I think fitness is going to be huge with VR gaming.
We’re developing an FPS game, and are researching walking and jogging in place to drive character locomotion. The new Vive trackers are an exciting announcement, because that means we can have ankle tracking. In-game hands and feet.
- superplussed 10y agoPlease consider moon physics! I haven't heard anyone talk about this but I've thought this was the answer to locomotion in VR. It strikes a balance between realistic movement and not being too tiring, and moon jumping would be hella fun, especially in a FPS.
- ehsanu1 10y agoEver played instagib with a low gravity mod in a regular FPS? It can be fun, but the gameplay becomes pretty limited, and I imagine the moon physics being similar in a VR FPS. Maybe projectile weapons only would make it work better, or the fact that hitscan is a lot harder in an HMD than with a monitor.
- superplussed 10y agoI always thought that the mitigating factor here would be that you don't have to take big loping leaps, you can also accomplish a fairly earth-like gait, just with fewer steps. I could also see another way of using it that is similar to the teleport mechanic where you clear an area, make a big jump, and when you land you clear that next area before taking another jump. But it would be an interesting thing, almost like a angry birds pulling the slingshot back thing, where the accuracy of the jump is also put to the test.
- paulryanrogers 10y ago> can be fun, but the gameplay becomes pretty limited If I recall correctly, low gravity often made me want to avoid jumping due to the lack of air control compared to ground running.
- timdeneau 10y agoWe’re mostly intrigued with 1:1 locomotion and agility in competitive multiplayer. For instance players who can run a marathon, or throw a baseball, will have a distinct competitive advantage over players who cannot. But, in theory, if you played enough it would supplement physical training. But moon jumping would be a fun game concept :)
- hackuser 10y ago> We’re mostly intrigued with 1:1 locomotion and agility That doesn't sound appealing in many cases. As a game critic once wrote about the limits of realism: I am not a ninja.
- ehsanu1 10y agoFor the casual gamer it may not be interesting, though that depends on the learning curve - eg regular sports can be pretty challenging and physically exhausting, yet people play them casually. But in particular competitive gaming and esports would get a lot more interesting this way.
- AgentME 10y agoJumping in real life and then going back down and landing while your character is still moving up seems like a really efficient way to get nauseated. 1:1 motion is very immersive and very good for avoiding nausea, so it's not something to give up lightly.
- jakobegger 10y agoYes, that sounds bad. But you could move further while staying in the air for the same time in reality, right? At least for running it should work?
- thenomad 10y agoI cannot wait for the point when, as VR devs, we can assume people have legs as well as hands tracked. There are SO many exciting possibilities that'll unlock. Also, I want my Thrill Of The Fight-equivalent Muay Thai simulator.
- odbol_ 10y agoWe were doing in-place walking in VR a couple years ago with the DrumPants foot sensors. It worked surprisingly well and IMO was more immersive than using a hand controller: https://youtu.be/T2K0zWZMC5E https://youtu.be/T2K0zWZMC5E