Thank you Croteam for being reactive, it's much appreciated Smoils : Thank you for the pointer ! I'll look into that.Serious Sam: The First Encounter - A Retro FPS Gem in borowser now! What are everyone thinking about this ?Īnd last, the ennemies seems to be standing sometimes ? Like the IA doesn't see me, so the ennemy isn't moving at all, and can be shot before it can make a move. Two remaining issues : It's very hard to walk in one direction, and fight the ennemies that pop up behind you - but maybe it's just up to the gamer to solve this, so I'll just leave this here. Don't be afraid to make it slower, this is how we solved it in our serious games, with a very slow walking speed.Īs for the trackpad, well, apparently I'm not the only one and you said this will be fixed, so I consider this done. Actually, my second and third attempts were a tad better, so I guess a part of the job is left to the player's brain to adapt But it would be cool to have a "walking" speed and to be able to go up in speed as you get used to it. Yes, I tried to slow down the running speed, but when I meant 50%, I meant "50% of the "slow" speed". To change that, paste this into the console (press F1 to invoke AlenL : Thank you very much for your reply. What you suggest is what was the default originally, but during alpha testing some very experienced VR players complained that other games have it on touch, so that's the default now. I think it could help it we had to actually press the trackpad for the running to start. Just touching it wasn't a good idea IMHO, because either the thumb was at the right place and Sam was moving (but not always at the right direction), either he stopped. There's an option in the Options>Motion Sickness to control player speed. Honestly, I would not mind walking, because my brain could then focus on "where I am in this space" and "next target please !". You should really cut the speed down to 50%, that would help. One of the things that poked my brain not in a good way was the speed Sam was running at. So distances, and their perception, become a great factor of immersion. Sam is not running here, he's flying ! In VR, we get a more realistic sense of scale since we are "in", and not in front of a computer. Originally posted by Novo3d:1) The speed. I have set it to Medium, it feels much better to me that way and less "floaty" In Motion Sickness Options, you can choose your own speed variable. Originally posted by Novo3d:Hello Croteam, Using the left side button to jump, and the right left button to turn ? Or a flick of the "motion controller" to a direction to actually rotate towards this controller ? I would not mind to have a setup like "left controller, weapons" and "right controller, moving and use".Īnyway, those critics are no way hostile, I'm an enthousiastic VR user and I'm happy to see full games coming in. Maybe you should look at the Google Earth VR way of moving and rotating in the virtual environment. Plus that's a lot of turning left, turning right. but what about the Vive's cables ? Getting them around my legs wasn't very comfy, if I may say so. Having ennemies popping in my back was not really enjoyable because you already have to turn to face the new corridors, then turn again. Is there a way to smooth things a little please ?Ĥ) Rotating. I think it could help it we had to actually press the trackpad for the running to start.ģ) Binary movement. Honestly, I would not mind walking, because my brain could then focus on "where I am in this space" and "next target please !".Ģ) The trackpad. I felt there was a few problems that made me nauseus after 20 mins of game, and even if I'm a nobody, I still wanted to add my two cents.ġ) The speed. So, went nuts and tried the locomotion system, since this is how I want to be able to move around in VR (no teleport stuff, please).
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