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Chapter 1126 Three types of movement in VR games

The most outrageous thing is that the other three fingers also have buttons!

These buttons are distributed on the gun handle, which is very narrow and slightly wider than a finger. It has an ergonomic depression and is just right for holding.

The keys themselves feel relatively hard and the key travel is not long. Because of the hand strap, it will not trigger when you hold it empty. It will only trigger when the tiger's mouth exerts force and your finger presses.

Of course, other buttons, such as the most basic home button and return function button, are also there, but they are in relatively unimportant positions. After all, they are basically not used in games.

Pei Qian couldn't help but sigh: "...so many buttons?!"

Compared with other common VR controllers, each controller has five more buttons, and the two controllers combined have 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 included, the handle also has a trigger that can be pulled near the upper rocker.

The hammer button and the magazine ejection button next to the gun handle.

This handle is outrageous!

Old Song nodded: "Yes, Mr. Pei, there are too many R&D funds, so we can only make more fuss about the controller!"

"I was thinking, there are never too many buttons. The more buttons there are, the more interactive operations can be used in the game. I have already added so many buttons, and I don't care about adding a few more."

"Anyway, these buttons can be slowly 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 "can only" make more fuss about the controller?

Do you blame me for giving too much money?

Shenhua Group also pays a lot of money, why don’t you blame them?

This is really unreasonable!

Pei Qian knew very well that he had indeed given Chi Xing Studio a large sum of money to develop this VR glasses. But he still had no clear idea of ​​what kind of VR glasses he could develop.

I never expected that I would make glasses that look so complete and have such rich functions!

Pei Qian originally thought that with the current state of the VR market, even if a product was made that was better than the VR glasses on the market, it would only be a semi-finished product at best, and there was still a long way to go before it could become a truly hot-selling product.

But now it seems that I guessed wrong again...

Put on VR glasses silently.

Then, an extremely open scene appeared in front of him.

In front of you are the waves lapping at the beach, and the coastline of the island extends to both sides. Looking behind you, you can see the forest on the island, and you can occasionally see small animals wandering in the forest.

There is a translucent interface suspended in the sky in front of you, with icons of various APPs on it.

Although there are currently very few VR resources, if you search for them, there are still some APPs, such as some video software, relatively simple VR games, etc.

What's more, VR glasses are based on the AIDROO system, and any AIDROO software can be displayed in a flat format on the VR glasses. It's easy to make up the numbers.

After installing so many software, I obviously want to test whether these software can run normally on VR glasses and how the effect compares with other VR glasses.

Pei Qian hesitated and said: "This login interface..."

Lin Wan explained: "Oh, because we are pressed for time, the login interface is all made with ready-made game resources."

"The default is a scene picture from "Animal Island VR". In addition, two other scene pictures are prepared for players to change. One is the command ship space scene in "Mission and Choice", and the other is the three-way scene full of Higan flowers in "Return to the Shore"

River scene.”

Pei Qian: "..."

God, I don’t have time to do it, so I just do it!

You guys are quite good at playing it. Just use the scenes from the original game to make the login scene for VR glasses. You might as well re-create it!

What if the players of "Mission and Choice" and "Return to the Shore" knew about this?

Among many apps, there are several commonly used system applications that are specially displayed, including the screencast button.

The game demo of "Animal Island VR" is calculated on a computer and wirelessly projected to VR glasses.

After clicking the screencast button, an interface will pop up automatically with a few simple prompts. You need to connect the computer and VR glasses to the same network environment, or you can plug in a cable and connect directly.

After connecting, directly click 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 also see the scene in the VR glasses through the 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 screen projection settings, so that you can only see it on the computer.

A black screen will appear.

Seeing that both Mr. Pei and Meng Chang had entered the game screen, Lin Wan explained: "Currently, "Animal Island VR" is still under development. The DEMO for this trial is mainly about how to play some small games in it."

Game development is just like painting or making movies. It is definitely not done in order from beginning to end.

When painting, you start with a line draft, and then continue to refine it after the big frame is ready; when shooting a movie, depending on the location and the schedule of the relevant personnel, you may shoot the back first, then the front, and finally cut them together.

The same is true for game development. Generally, you first create a big framework, then focus on conquering some core gameplay and basic functions, and finally go through it from beginning to end to perfect all the details.

For the game "Animal Island VR", gameplay such as hunting, fishing, growing vegetables, etc. are obviously the core content, which need to be developed and tested at the earliest, as well as opening animations, transitions in different plot stages, NPC conversations and other content

It is not that important, and the priority of development should be pushed back.

This trial demo mainly tests several key mini-games in the game: farming, hunting, fishing, mining, cutting down trees, making props, and placing props.

Although these small gameplay methods are simple, in regular games they may just be done by moving their fingers and pressing buttons, but in VR games they require players to make gestures. Although they are much more complicated, the fun is also greatly increased.

The quality of these mini-games will directly determine the actual experience this VR game brings to players, so they must be developed and optimized as early as possible to avoid sloppiness.

Pei Qian and Meng Chang both experienced it without saying a word.

It's just that the moods of the two people are different.

Pei Qian felt more and more chilled the more he played.

Can VR games already do this?

This is 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 a feeling of shock and enjoyment.

Is this a VR game? It’s so magical!

It can only be said that in the field of games, Meng Chang has really not seen much of the world. He has never used those foreign VR glasses, and has never experienced simple VR games. As soon as he got started, he experienced VR equipment and games with such a high degree of completion.

This gave him a strong impact.

Knowing the specific principles of VR and actually using glasses to see the entire VR world are completely different concepts.

When he first entered the demo of this game, Meng Chang felt like a baby. He needed to turn his perspective to observe this completely unfamiliar world, and learn to walk and interact with the world from scratch.

"Animal Island VR" provides three movement modes: normal walking, teleportation jumping, and vehicle movement.

In terms of movement efficiency, normal walking is the slowest, vehicle movement is slightly faster, and teleportation jumping is the fastest.

The reason why three different movement modes are provided is mainly to meet the needs of different players.

Everyone's VR sickness is different. Some people can only use teleportation in VR and will faint or even vomit within two minutes of using the joystick to move. However, some people have stronger adaptability and can use the joystick to move.

It takes a few minutes to fully adapt to the rod movement.

Moving with a joystick is relatively the most immersive way. It allows players to slowly observe the world around them, instead of feeling out of tune with the entire world like teleporting, and always reminding themselves that they are just a bystander.

Vehicle movement is a compromise.

When entering the game, the player will automatically obtain a steam technology balance moped, which can be controlled by using the trigger button as accelerator and brake.

On the surface, it seems that there is no obvious difference between vehicle movement and joystick movement, but in fact, this is not the case.

In VR games, the degree of dizziness caused by VR racing is far lower than the dizziness caused by moving with a joystick in first-person shooting games.

There are two main reasons.

First of all, when driving in reality, the human body does not move. When driving in a VR game, the human body does not move, so the game feels consistent with reality; but when you use the joystick to move, the game is moving, but in reality

The human body does not move, which creates a chaotic feeling in the brain, causing dizziness.

Secondly, there are differences in the control methods between the two. There are only three levels of joystick movement that can be adjusted: standing still, walking slowly, and running fast. The difference between these three movement speeds is very obvious.

The sudden change in speed from standing still to running quickly will 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 accelerator, the vehicle starts slowly when the accelerator is stepped on. There is a process of gradually increasing the speed and allowing the brain to slowly adapt. Depending on the size of the accelerator, the human brain also

You will have an estimate of the speed increase in advance, which will also help alleviate dizziness.

In the game, these three movement methods are integrated, and players can choose freely without entering the settings interface.

Pushing the left joystick is a normal movement. When you turn the hammer button on the left joystick with your thumb, a parabola will appear pointing to the target location. After releasing the hammer button, the hammer button will automatically rebound and you can teleport to the target location.

In addition, long pressing the magazine change button on the left handle will display the skill wheel. Keep pressing and move your left hand to the steam balancing car and release it to summon the balancing car and automatically stand on it.

After that, you can use the trigger keys of the two handles as brakes and throttles to control the forward movement of the balance car, and you can also use the left joystick to adjust the forward direction of the balance car.


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