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Yes, most people get nervous at high altitudes but in VR you get used to it very quickly. I'm afraid of heights in RL but in VR I don't mind falling down from very high altitudes. Somehow this is even fun. You could also lower the fall speed for people who are afraid of heights.

Have you solved the problem with the walls yet? If you touch the walls with the Hitbox from a certain percentage, a certain amount of energy would be drawn off (with visual and audio indication). If the hitbox touches a wall with more than 50 percent, you die.

Still have some strange ideas:
How about a chase mode? A robot you can't kill follows you from the beginning. When it reaches the player, you lose.
 
Due to the special way of moving in this game, it is not possible to move the game area (unless you are in an elevator). But it should work upwards or downwards. For example, you could make stairs or ramps in the game that move upwards or downwards as long as you walk on them and move. So you almost have the feeling to walk up a real ramp/staircase.  So far there are only the elevators to switch between the different floors. Ladders would also be possible. When pulling up and holding with the hands only the height of the playing field shifts. For that you would have to deactivate the falling down of course so that you can leave the area of the ladder when you reach the top.

I have the same. In RL I am afraid of heights. In VR I'm fine. But I know a few people who are afraid in both VR and RL.
I haven't done anything on going through walls yet. I don't know if punishing by inflicting damage is fine. Not without any warning. I am rather thinking about pausing game and forcing the player to move to the right spot.
Chase mode is on my list. Someone had the idea of going really fast through the level. You would be either running away from an invincible enemy or a bomb going to detonate or something else.
Going up or going down while walking on a flat surface doesn't work that well (at least it didn't feel ok last time I tried it). First, you expect that the ground will be a bit higher or a bit lower. To be honest, I can't decide which one of these two is worse. And then you have the vertical motion. The worst is that I really would like to have such going up or down as it adds a lot to the levels.

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In the RL, no warns me before I run into walls. The pain is a good indicator that I did something wrong. :-D

I've already written that you get an optical (picture gets a red frame) or an acoustic warning (for example a sound like an electric shock). A solution of course would be to make everything black as long as you don't return to the starting point. The game Budget Cuts does this quite cleverly by fading out almost all details and turning everything green. Spying doesn't work with it: (This can only be seen for a short time, I have not found a longer example.)

https://tinyurl.com/y6faug4w


Too bad that the stairs / ramps don't work. I would like to try that.
BTW: I found the video here where someone plays TFG in a very big playspace, if you don't already know that:

But if you walk slowly backward, you just touch the wall. It doesn't kick you if you push it too hard ;) I will have to try different things and see what works best. 

Yeah, I've seen it and talked to him :) He wanted to try 4,6x4,6 (this is the space he has) but SteamVR limits space to 4x4m with lighthouse 1.0. Even if it tracks outside that space.

I am uploading a build and probably tomorrow in the morning I will publish it. There is a crouching section. Check options/play area, there is crouching and select "allowed". With auto it works only if tile size is big enough.