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Message: [quote author=sarge945 link=msg=137756 date=1610589987] As a VR Developer, I have some questions about the VR work we have seen so far (the [url=https://twitter.com/NightdiveStudio/status/1348348791372480513]twitter video[/url]): [list] [li]In the video, the wrench speed seems to be tied to the controller movement. Is there anything in place to prevent the "swing wildly and at high speed to instakill everything" gameplay we see so frequently in VR games, due to controllers being nearly weightless and easy to swing around? Are you taking the Skyrim VR approach of "you can swing it as much as you want, but it will only do actual damage based on it's normal attack time" approach, or is there some other system you are using? The game is already heavily focused around melee weapons such as the wrench and the shard, and if players can swing them wildly without consequences, expect all the difficulty to go down the toilet, even on impossible. How are you handling things like the Smasher O/S Upgrade, as the player is not restricted to certain attack animations in VR. Will an overhead swing without the O/S upgrade simply do less damage?[/li] [li]What considerations (if any) are being made for the interface? In the video it's displaying on a screen and using the default interface, however these sorts of interfaces do not port to VR well, either feeling like they are inside your eyes because of how close they are (very uncomfortable), or being obtrusive to the gameplay by constantly being in peripheral vision and fuzzy or difficult to see. Is there a new VR focused design incoming?[/li] [li]How are things like inventory interactions being handled? Are we simply going to get a mouse cursor controlled via a laser pointer (or some equivalent), or is work being done to make the UI more VR friendly?[/li] [li]Are we going to see any differences in mechanics in VR, such as a more in-depth weapon reloading system?[/li] [li]Are any models being modified/updated to work properly in VR? The most important modifications here are models which do not have back sides. Many games have weapon models with holes in them on the "opposite side" to what the camera can see. I do not know if this is an issue in System Shock 2, but if it is, it will be obvious in VR to find these sorts of faults, as objects can be seen from many different angles.[/li] [li]How are things like frobbing being handled? Lets say for example I want to charge all the items in my inventory at a charging station. Game game currently has no animations for frobbing. Would I simply touch the device to use it, or will there be some sort of handle/button/apparatus for me to use the machine?[/li] [li]How are you going to handle things like mantling? This one is particularly difficult as it can be very hard to move the player without making them sick, especially in the vertical dimension.[/li] [li]Speaking of movement, are you looking to implement smooth locomotion, teleporting, or some other sort of system? If you are going with smooth locolotion, do you have smoothing and other things implemented to prevent motion sickness? In the original game, the player falls over when they die, this is EXTREMELY likely to cause motion sickness. Will the camera simply hover in the air instead? (which is similar to other games like HL:Alyx)[/li] [/list] Obviously we haven't seen much gameplay yet, and I am guessing it's nowhere near ready for release, but I am particularly skeptical of projects like this because of how often VR is tacked onto existing games with no consideration, and it is often a horrendously bad experience. Redesigning core game systems from the ground up for VR is going to take time, and I really hope NightDive has the resources to do it justice. Especially for a game like System Shock 2 where people like to keep it *mostly* authentic, because it's well respected as a game outright. Changing too many of the systems in VR might turn away people who are looking for "good old System Shock 2, but in VR", even if that's an impossible idea. [/quote]
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