Chapter 1126: Three Movement Methods of VR Games
The most outrageous thing is that the other three fingers also have buttons!
These buttons are distributed on the handle of the gun, which is very long and narrow in the horizontal direction, and the width is slightly wider than the finger, and there is an ergonomic depression, which is just right for the hand to hold.
The button itself feels relatively hard, and the key travel is not long. Because of the existence of the hand strap, it will not be triggered when it is held empty. It will only be triggered when the tiger's mouth is exerted and the finger is pressed.
Of course, there are other buttons, such as the most basic home button and return function button, but they are in relatively unimportant positions, after all, they are basically not used in games.
Pei Qian couldn't help feeling: "... so many buttons?!"
Compared with other common VR handles, each handle has five more buttons, and the two handles together have ten more buttons.
Although the middle finger, index finger, and ring finger are relatively inflexible, and generally no special functional buttons are arranged on these three buttons, even if these three buttons are not counted, the handle also has a trigger button that can be pulled near the upper rocker. The hammer button and the clip button next to the handle.
This handle is outrageous!
Lao Song nodded: "That's right, Mr. Pei, the research and development funds are too much, so we can only make more fuss on the handle!"
"I was thinking, there is absolutely no need for too many buttons. The more buttons, the more interactive operations that 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 research and development funds, and you "can only" make more fuss on the handle?
Is it my fault for giving too much money?
Shenhua Group also pays a lot of money, why don't you blame them?
It's really unreasonable!
Pei Qian knew very well that he did give Chixing Studio a large sum of money to develop this VR glasses. But he still has no clear idea of what kind of VR glasses he can develop.
I didn't expect to make a pair of glasses that look so perfect and have so many functions!
Pei Qian originally thought that with the current state of the VR market, even if a product that is better than the VR glasses on the market is made, it is at best a semi-finished product, and there is still a long way to go before it becomes a real hot-selling product.
But now it looks like I guessed wrong again...
Silently put on the VR glasses.
Then, an extremely open scene appeared in front of him.
Ahead are waves crashing on the beach, and the coastline of the island stretches to both sides. Looking back, it is the forest on the island, and occasionally you can see small animals wandering in the forest.
A translucent interface floated in the sky in front of him, with icons of various apps on it.
Although there are very few VR resources at present, if you search for them by force, there are still some APPs, such as some video software, relatively simple VR games and so on.
What's more, the VR glasses are the Eldraine system, and any Eldraine software can be displayed in a two-dimensional manner in the VR glasses, and it is very easy to make up the numbers.
After installing so many software, I obviously want to test whether these software can run normally on the VR glasses, and how the effect compares with other VR glasses.
Pei Qian hesitated: "This login interface..."
Lin Wan explained: "Oh, because time is running short, the login interface is all made with ready-made game resources."
"The default is a scene map of "Animal Island VR". In addition, two other scene maps are prepared for players to replace. One is the space scene of the command ship in "Mission and Choice", and the other is the Santu full of flowers on the other side in "Return to the Shore". River scene."
Pei Qian: "..."
God, I don't have time to do it, so just mess around!
You guys are really good at playing, and you can directly use the scene in the original game as the login scene of the VR glasses, it is better to recreate it!
What if the players of "Mission and Choice" and "Return to the Shore" know about this?
Among the APPs, there are several commonly used system applications that are specially displayed, including the screen projection button.
The game demo of "Animal Island VR" is calculated on the computer and wirelessly projected to the VR glasses.
After clicking the screen projection button, an interface will pop up automatically. There are a few simple prompts on it. It is necessary to connect the computer and VR glasses to the same network environment, or plug in 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 casting settings, so that only a black screen will be displayed on the computer.
Seeing that Mr. Pei and Meng Chang have already entered the game screen, Lin Wan explained: "Currently, "Animal Island VR" is still under development, and the demo I played this time is mainly the gameplay of some small games in it."
Game development is like drawing a picture or making a movie, it is definitely not done sequentially from beginning to end.
When drawing a picture, you start with a line draft first, and then continue to refine the big frame after there is no problem; while shooting a movie, it is based on the location of the scene and the schedule of the relevant personnel. It is possible to shoot the back first, then the front, and finally cut them together.
The same is true for game development. Generally, we first create a big shelf, then focus on 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", the gameplay such as hunting, fishing, and vegetable farming is obviously the core content, which needs to be developed and tested at the earliest, while the opening animation, transitions of different plot stages, NPC dialogue, etc. It is not so important, and the priority of development should be placed in the back row.
And this demo is mainly to test several key mini-games in the game: farming, hunting, fishing, mining, cutting trees, making props, and placing props.
Although these small ways of playing are simple, in regular games, they may be completed by just moving fingers and pressing buttons, but in VR games, players need to make gestures. Although it is much more complicated, the fun is also greatly increased.
The quality of these small games will directly determine the actual experience that this VR game brings to players, so it is necessary to develop and optimize as soon as possible, without sloppiness.
Both Pei Qian and Meng Chang experienced it without saying a word.
It's just that the mood of the two people is different.
Pei Qian felt more and more chilled the more he played.
Can VR games do this now?
This is not scientific at all!
Chixing studio was established in such a short period of time, how could it be 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 really has not seen much in the world. He has never used those foreign VR glasses, and he has never experienced simple VR games. This brought him a very strong impact.
Knowing the specific principles of VR is a completely different concept from seeing the entire VR world with glasses.
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 strange world, learn to walk and interact with the world from scratch.
"Animal Island VR" provides three movement modes: normal walking, teleportation and jumping, and vehicle movement.
In terms of movement efficiency, ordinary walking is the slowest, vehicle movement is slightly faster, and teleportation and jumping are the fastest.
The reason why three different mobile modes are provided is mainly to meet the needs of different players.
Everyone's dizziness in VR is different. Some people can only use teleportation in VR, and they will faint or even vomit after moving with the joystick for less than two minutes, while some people have better adaptability. Fully acclimatized within a few minutes after the rod is moved.
Moving with a joystick is relatively the most immersive way. It allows players to slowly observe the world around them, instead of feeling that they are out of place with the whole world like teleportation, 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 the trigger button as the accelerator and brake.
On the surface, it seems that there is no obvious difference between vehicle movement and joystick movement, but it is not.
In VR games, the dizziness of VR racing is much lower than that of 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, and when driving in a VR game, the human body does not move, so the feeling of the game is consistent with reality; but when moving with the joystick, the game is moving, and in reality The person's body does not move, which creates a sense of confusion in the brain, causing dizziness.
Second, the control methods of the two are different. There are only three levels of joystick movement that can be adjusted: stand still, walk slowly, and run fast. The difference between these three movement speeds is very obvious.
The sudden difference in speed between standing in place and running fast will make it difficult for the brain to adapt, resulting in dizziness.
The movement of the vehicle is different, because it is controlled by the accelerator, so the vehicle starts slowly when the accelerator is stepped on. There is a process of gradually increasing the speed and allowing the brain to adapt slowly. According to the size of the accelerator, the human brain also There will be an estimate of the speed increase in advance, which also helps to alleviate dizziness.
In the game, these three movement methods are integrated, and players can choose freely without entering the setting interface.
Pushing the left joystick is a normal movement. When the thumb moves the hammer button on the left joystick, a parabola will appear pointing to the target location. After the hammer button is released, the hammer button will automatically rebound and you can teleport to the target location.
In addition, long press the reload button on the left handle, and the skill wheel will appear. Keep pressing it and move your left hand to the steam balance car to release it, and you can call the balance car and stand on it automatically.
After that, you can use the trigger buttons of the two handles as brakes and accelerators to control the progress of the self-balancing car, and you can also use the left joystick to adjust the direction of the self-balancing car.