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Navigating comfortably in VR
In Smash Hit Plunder, player enjoyment and comfort is our goal. As many in the VR community have started shouting louder about how important comfort is for VR applications, I’ve decided to record a new video and cover a little of what we’re doing for our Gear version.
Sneak into the facility to steal the jewels, climbing through ventilation shafts and dodging lasers, in The Hatton Garden Heist.
Using the high accuracy room tracking of the Vive, and a smart room loading system, physically maneuver yourself through while having to use your tools to get you through safely.
There’s a gameplay decision that’s trending in VR games at the moment, and it’s starting to worry me. I call it ‘stare to win’, and I believe it’s having a negative effect on gameplay and VR games in general.
Planting new ideas – The Clover Project
On the 12th and 13th of May there was a special meetup of scientists and game developers thanks to The Wellcome Trust and GameCity. Katie from Triangular Pixels was one of the lucky few to be invited, to help sow the seeds of something new.
Development on Smash Hit Plunder has been going for about 10 months now, and with multiple game modes, several rounds of optimisation and lots of user testing it’s a surprisingly complicated game under the hood. So when it came to upgrading to Unity 5, we weren’t looking forward to it.
As we’re developing Double Destruction, we will be uploading blog posts as frequently as we can so you can keep track of what it’s like to VR Jam! Today’s development post is about how we came up with the concept and what our influences are.
25th February was the first ever SouthWest VR conference down in Bristol. We took along Smash Hit Plunder and our Gear VR’s down with two new comfort modes, new book UI, and a new game mode.
I also did a talk “Allow them to believe:Lessons learnt creating dynamic VR gameplay”, which I’ll attempt to go through now!
The “Shared Screen”
Demoing a VR game can be a weird experience. If you’re not careful you end up with someone blindly waving their head around, while a group of onlookers watches in bemusement. To turn this into a much better event for everyone we needed a second, shared screen to bring the whole experience together.
So last week I had another post up on Develop in relation to the experiences I’ve had while developing in VR for Project Morpheus while I was at Sony, training games at Preloaded, and of course the work on Smash Hit Plunder.