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File: 7e7eafd96b002b2⋯.jpg (578.52 KB, 1920x1080, 16:9, RiftOculus1.jpg)

52a24a No.13779043

How would you design movement in a third-person VR MMO?

Creative answers accepted

ee4377 No.13779065

Player character moves normally, change camera location and orientation with the usual vr teleporting bullshit. You get to play the game normally while being immersed in the world and all without triggering motion sickness.


390af5 No.13779073

File: d03e19fe4a7d589⋯.png (170.98 KB, 492x544, 123:136, nononono.png)

>third person

>VR

The answer is do not.


54810e No.13779084

File: abcda44fa53861d⋯.webm (7.15 MB, 640x360, 16:9, PS4 - Doom VFR Trailer (E….webm)

>>13779065

>teleporting

This kills the video games.


11b39b No.13779092

>>13779073

I heard that third person was actually more comfortable than first for a lot of people. Also, blanking out a small area matching your nose profile apparently helps with motion sickness.


b77bd3 No.13779093

>>13779043

>camera travels central to the character

>moving your head around adjusts your position in that relative space

>world pans with some smoothing with character movement

motion sickness is a meme and i've never experienced it even after hours of playing quake vr with no motion tracking on keyboard and mouse


3321ce No.13779106

>>13779084

teleporting is actually pretty smart when it comes down to it, you're left with as many options as stick movement (especially with smart gameplay concerns like teleportation cooldown to match the distance traveled to emulate player speed), and it really reduces the brain strain on motion sickness prone or new VR players. I feel like most people that bitch about teleporting being in VR games haven't actually played a VR game with teleportation in

but also doom vfr has trackpad/stick movement as an option


a24877 No.13779251

>>13779043

The camera sickness goes away with practice, right? Otherwise VR has no future.


65201c No.13779495

>>13779043

>third-person VR

That doesn't even make sense.


a24877 No.13779516

>>13779495

not all vr has to be 1 person. To me, vr is all about depth perception and huge FOV. All genres can benefit.


61bc4c No.13779530

>>13779495

What if you're playing as a guy wearing an AR headset so he can look at himself in third person?


d4f712 No.13779546

>>13779530

That could be a VR drone sim


674b47 No.13779585

>>13779043

Oh, that's easy. It's just what /tg/ wants from VR Wargaming: Fully animated virtual projection of units onto a large open floor that you can zoom in on as close as you need to. You are as a god, able to see the vast expanse of the world around you, but all you can control is this one single unit and…

Honestly, fuck that. Third Person MMO should be you as a god controlling vast hordes and armies to wrest control of nations and forge an empire.

I say Age of Mythology: the VRMMO. Who's with me?


a24877 No.13779599

>>13779585

that's also how you'd control an rts in vr


61bc4c No.13779633

>>13779546

It's an idea I've been considering for a while.

A number of people have been mysteriously transported to a spacestation orbiting the Sun, but they can hardly tell they're even in outer space because that station is effectively just a bunch of "world modules" taped together.

Inside "residential" modules, mortality itself is effectively killed, reproducing the conditions of John B. Calhoun's Utopian Rodent Universes, and a sort of behavioural sink is formed.

The main protagonist isn't any better than any of the freaks screwing in public or fighting each-other for no reason, and came into possession of an A.I in an AR headset that basically just tells him what to do called "Ouji". To further depersonalise himself, he views the world through the camera of a floating drone which floats constantly behind and over himself.

Seeing the world for what it is, and hoping to restart society, a terrorist tries to wipe out a good portion of the population, and force the people to better themselves. The protagonist, with the assistance of Ouji, try to face against this guy.

There are two routes.

The normal route "MACHINE", which is selected by the "AUTO." control scheme when starting a new game. You play as "Ouji", guiding, and trying to gain ultimate influence over the player, hoping to become something akin to a ghost possessing him.

Decisions are made by clicking on sentences or ideas that float around on the screen, which are either instructions, or a "script" for the protagonist to read off of.

Combat plays like a parody of Dragon Quest, where the the AI renders a box around enemies, zooms in, and brings up a "commands" list.

The route ends when the robot has a major fuck-up somehow and a big residential module is detroyed, making the protagonist tear the headset off and smash it to pieces.

And also the NG+ route "MAN", which is selected with the previously locked-off "MAN." control scheme. This route starts proper at the point where the protagonist removes his helmet, and you start to see things through his own eyes. He walks around in a daze and seeks therapy to try to solve the way his brain seems to be constantly turned off, and acting off of non-existent, hallucinatory instructions provided to him. There's no real decisions in this route though, and unlike the last route which has many endings, this route only ends in one way. As a part of his therapy, he receives a new "rose-tinted" opaque visor which allows to view the world through his own eyes, or go back to using the drone behind him. Combat works like a typical 3D action game.

It's never going to happen, but I'm thinking I would've called it "Convictus: Death Squared"


61bc4c No.13779727

>>13779043

I don't think there's any need to do anything "creative", but I haven't touched one of those headsets in my life.

I think teleportation-based movement must be one of the worst ways you could make it, though. The player's just going to feel like he's playing a game for kids, surely


b894e2 No.13779998

>>13779043

You don't play MMO.

>>13779073

This is the most retarded misconception there is.

Go kill yourself uneducated swine.


52a24a No.13780058

>>13779998

Third person VR is largely unsolved you gay

https://www.youtube.com/watch?v=ShV-HhAUE-A

This is the best there is and RE-style cameras has no place in an MMO


b894e2 No.13780078

>>13780058

There nothing to fucking solve.

>jewtube

>can't even embed

Go back where you crawled from animal.


a04b94 No.13780146

>>13779092

>>13779251

It's no where near as bad as people say. Some people get it bad, most people can get used to it relatively quickly, some people don't get it at all.

The reason it's become this meme of "VR WILL MAKE YOU THROW UP!" is because most peoples first experience with VR is reading/watching reviews by game "journalists" who are all faggots who spend about 5 mins on a game per review. These are the same people that can't play nuDOOM without making fools of themselves and can't jump over a box in a throwback platformer.

Most games offer multiple locomotion options. Games like Hotdogs, Horseshoes & Hand grenades let you have track pad movement, slide-based-movement, quick teleport movement, arm-swinger, etc. This is common as fuck. Teleportation movement is the shittiest one but some games get away with it because they are designed well.


52a24a No.13780333

>>13780078

You got pwned kid lol


42682d No.13780377

I have a vive and use it rather regularly.

>Third person

>VR

Are you stupid?

That shit is not wanted by the VR community.

If you don't use VR properly, then just make a desktop game.

>VR

>MMO

You went full fucking retard.

The only VR MMO that would work is if you had motion control cockpits like VTOLVR and made it some kind of mech game with multiplayer.

>>13779251

Some shit can always fuck you up if badly implemented, like the backflip in Sairento VR.

All other stuff is literally just your brain getting used to it.

In the beginning you can get sick from just cockpit games, because your body doesn't feel acceleration.

Its why early on everything was teleport only, devs didn't know the brain adjusted rather well.

Today we have quadruplejumping, wallrunning, sliding and shit in Sairento VR and it works very well.


a7ec3f No.13780412

>>13780377

>early on everything was teleport only

Bullshit, that was a dumbing down measure introduced way after "early on" as hack developers started trying to get in on it as a gimmick.


1bb211 No.13780439

File: 44604b1d284a9ee⋯.webm (1.78 MB, 1280x720, 16:9, HOOOOOOOH.webm)

>>13779084

>instead of having to perform a canned animation on a staggered enemy which locks you into place you just ram straight into the fucker

I wonder why they didn't just go with this initially.


42682d No.13780441

YouTube embed. Click thumbnail to play.

Barely anyone here has used proper VR, there are a few things to know:

At least the PC community doesn't want VR games that you control with a console controller or mouse and keyboard, since those don't take any advantage of VR other than simply 3D vision and headtracking.

Roomscale and motion controls are pretty much mandatory for them. Unlike wagglan shit for the consoles, roomscale actually works and the tracking is pretty damn close to perfect.

The only games that are popular that have VR support and are only useable with conventional controls are games that are used pretty much only by desktop users, like Elite: Dangerous.

Console controllers plus VR works, in the sense that its functional, but after a handful of sessions the novelty wears off completely and you'll rather play on your desktop.

>>13780412

I am talking about the first few weeks on release, it was like that because indies weren't releasing anything yet and the only things you had were launch titles.

People used that because locomotion did make people motion sick, there was no experimentation with limiting your fov while moving or other tricks to lessen that.

They also didn't know people would simply get used to it rather quickly.


8d0f7d No.13780464

YouTube embed. Click thumbnail to play.

DCS also works well with VR, from what I've seen.


5ba6a3 No.13780555

File: 328fc50ef8de935⋯.jpg (19.29 KB, 599x337, 599:337, Snake.._traps_aren't_gay.jpg)

I think I got a solution. The game space is a giant table, and the player can walk around or teleport around the table while controlling their dude with the controller. Their dude would be centered on the table and the table would "scroll" as the dude moved through the game world. This will provide the player with multiple points of reference to assure their brain that they aren't moving and thus prevent simulator sickness.


d2ff28 No.13780787

Paper Mario VR works in that the map is a 3D book, and you can look in and around the little houses and things.

For a third person game, do not have the camera moving ever via mouse. Only have the VR do the moving, all directions. To "reset" or in our case adjust the view, simply have a button to align (rotate about vertical axis slowly from center point of character) the camera to the angle the character is facing.


f42cdd No.13780954

>>13779043

>How would you design movement in a third-person VR

the same way as non VR games

> MMO

why


f3581a No.13780995

>>13779043

Give every player character some form of mystical companion which serves as the camera through which the player sees, and provides a very minor supporting role.


8cd6f0 No.13781097

It works the exact same way it would've worked without VR. We just have the additional head movement.

Just like we have free-look in vidya like Arma. It baffles me how developers are so utterly hopelessly worthless that they can't simply implement a fucking head free movement.


ca057c No.13781133

>>13779495

Isn't there a game with a mouse that is doing that? You act more like a guide than playing a character. A god's perspective. RTS or God games could probably work well in VR if they make one and fix motion sickness since you'll be moving constantly to micromanage.


1bf414 No.13783199

>fix motion sickness

that's entirely up to the user to get used to as long as the game is running at a stable fps instead of jumping up and down


53a6de No.13783229

>>13779065

Motion sickness is not an actual problem. I get more severe motion sickness from playing HL2 than any VR game I've tried.


af6a7a No.13788317

>>13779092

>>13779998

It sounds kind of cool, like looking down on a little table of figurines and watching them move around. But it's a horrible misuse of the amount of money you have to sink in to get a headset since it doesn't offer much more than a 2d monitor will give, unlike first-person vr. You are getting little value for your money with a 3rd person vr game, so its senseless to make them until vr gets cheaper, or there's a strong enough first-person lineup.


4ff991 No.13788431

>VR

>maintain the stationary to hold the immersivity

>can't get into free move because of stationary

>not considering to be in a mobil bot/suit

>fuck this uninspired industry

>fuck this thread for lurking for the obvious

>fuck OP for being uninspired Corporation employee

Is it that time again where publisher use the anon board to gather information on how they should proceed because they can't themself come up with some innovation?


c68bcb No.13791985

>>13780412

>>13780441

Actually it's because Oculus went around telling devs 'everyone gets sick use teleport as a standard, do x and y to have a good vr experience' and so devs thought they had to.

If fucking Payday doesn't implement trackpad straight away their whole VR is going to be shit.




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