Chapter VI Mode of Operation
There wasn't just one piece of equipment in the testing room, and someone picked it up soon after the tester was gone. There are not many people who are eager to try and want to experience it, including Su Li, who also tested it.
The last time he tried the game, the quality of the game wasn't as impressive as it is now, but after a while, it felt completely different.
MS, whether it is Stephen or those developers or hardware designers who come with him, they are no strangers to VR games, and his current job is to do VR game development, and Stephen is also very concerned about this part.
The big guy is going to go out of the test, and the other little shrimps can only wait for a while, they are looking at the display screen with some hot eyes, eager to experience the content of the game.
The whole test lasted for an afternoon, of course, the simple test did not last so long, and the two sides discussed more. The focus of the discussion is what functions can be used to achieve this somatosensory device in the future Oasis.
With the development of VR, there are many forms of somatosensory devices, and there are many control modes that can be completed in VR. For VR games that use motion sensing devices, how to complete movements such as movement in the game has always been a problem that game developers or hardware vendors have been exploring.
Up to now, there are more than 10 modes of action used in VR games, and many of them require special peripherals to support them.
At present, the most suitable mobile method for VR games is to use a universal treadmill and related peripherals with the combination, which can not only obtain a relatively good realistic experience, but also have a certain guarantee of safety.
Many VR devices now have built-in positioning systems that can be used to determine the player's movements. However, this way of moving has great requirements for the game area, and if the space is too narrow, this way of moving will not be able to get a good experience, and there will be certain safety risks.
Of course, although the gimbal treadmill is suitable for VR games, and there is no requirement for gaming space when using this kind of equipment, the only problem is that not all players are willing to buy such a set of equipment. A universal treadmill with related accessories can cost a lot of money.
As the first VR game of the future oasis, "Time and Space Code" is aimed at the vast number of players, rather than making it a game for a few people or VR experience stores. Therefore, in terms of design, it is necessary to make "Time and Space Code" support multiple game modes.
This is the reason for retaining the traditional mode of operation, where the player can play with a normal controller, and the VR device is purely used as a monitor.
In the traditional operation mode, the player is to play the game as if it were an ordinary game, although the actual experience is not as magical as the somatosensory mode, but the display effect of VR is still real. Not all players like somatosensory games, and for lazy people, it is still very tiring to play games while moving.
Many people still like to play games lying down, and if you really want to move, I'm afraid you'll get tired after playing for a while.
The mode with high-end equipment such as the gimbal treadmill as the core will also appear in the game, and this mode is for those hardcore players of VR games, who can get the best gaming experience through these high-end equipment.
Ordinary players can go to the experience store with these devices to experience this magical feeling.
The design idea of "Time and Space Code" is to provide different solutions for players in different situations, so that they can experience the game world they have carefully prepared.
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"We have a lot of ready-made solutions to use when it comes to movement, and in motion mode, we also offer five or more modes for players to choose according to their situation."
At the edge of the testing room, everyone sat around and discussed game peripherals, which is not a good thing to go to a conference room, and this is just the right place.
Several core members of the development team communicate their ideas and needs to the public.
"We need a ...... now The Glove, a sensing device that fully simulates the player's hand movements. ”
One designer gestured to the crowd and said, "We've used a few similar devices on the market, but they didn't meet our requirements. ”
He picked up something like a glove from the side, which was a motion sensor in a somatosensory device.
Stephen took the glove and said, "I know this, a lot of games use this now. ”
The designer nodded and continued: "But we want the gloves used in Chrono Code to increase the number of sensors by 50 percent, and in the somatosensory mode, we have designed some very unique puzzles, and players may need to perform some delicate operations with their hands. ”
He turned on a nearby testing machine, pulled up the relevant game content, and put on the gloves for a demonstration. When entering the somatosensory mode, the hand movements of the game character will change according to the hand movements of the tester.
In first-person mode, the only thing the player can see is their own hands and feet. The physical sensation in the game is still very good, including the movement of the arm part when moving, which can also be perfectly presented in the game.
The screen shows a mechanical mechanism with a very complex structure, which is a small puzzle in the game that the player can solve by flipping a few tricks.
After a little testing, everyone will understand what he means, although this sensor can simulate most of the hand movements, but it is still not fine enough, such as some movements of the finger part can not be well presented.
Everyone also experienced it in turn, and experienced this aspect firsthand.
"We also wanted to add a feature that simulates moving forward."
Another demand was raised.
This simulation is not a new concept, it is a way to complete the movement of characters in VR games. That is, after pressing a relevant switch, the player can swing his arm to complete the forward action in the game without making any movement on his own.
The amplitude of the player's arm swing will affect the speed of the character's movement to a certain extent, which is a compromise for playing somatosensory VR in a confined space.
In the future, Oasis has a lot of needs in terms of peripherals, and for Stephen, or for MS, they are now thinking not only about cooperating to make an exclusive peripheral, but also thinking about whether they can make a generic peripheral based on these functional requirements, so as to promote it to different games.
At this point in the beginning of VR, all companies are back to the situation when the 3D era first came, looking for the right way forward in the fog.
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