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Related, here[1] is an excellent ~hour long talk by Kerry Davis of Valve about how much thought they had to put into doors for VR while working on Half Life: Al
by wcarss 5y ago
Related, here[1] is an excellent ~hour long talk by Kerry Davis of Valve about how much thought they had to put into doors for VR while working on Half Life: Alyx.
1 - https://www.youtube.com/watch?v=9kzu2Y33yKM https://www.youtube.com/watch?v=9kzu2Y33yKM
(edit: it looks like digipen also posted that talk themselves, and theirs doesn't have the ~10-15 minute gap the VNN one has, but theirs seems to not have the slides. Take your pick! https://www.youtube.com/watch?v=8OWjxGL8PDM0 https://www.youtube.com/watch?v=8OWjxGL8PDM0)
- TOMDM 5y agoThe doors in Alyx feel so good. Poking a gun through, or quickly tossing a grenade and then closing the door again felt so natural.
- usrusr 5y agoProud second place on the list of best doors in video games, after the XCom door that is only ever correctly opened by carefully arranging six soldiers in descending order of disposability before touching that right mouse button.
- MarkMc 5y agoFascinating that players in VR would not attempt to turn the handle of a latched door, and instead would simply assume the door was locked. And the solution was incredible: simply play the hand-rotation animation when the player grabs the handle - and the player will think they had rotated their hand!
- deleted 5y ago[deleted]