V of War Dev Blog No.4:Consideration About VR Movement and Control Mechanism Since the last blog was posted, it is been a long time. We throw ourselves into a mountain of work but I never forget I promiss to share our development progress with you. Today I am gonna talk more about the movement design which has been mentioned in the previous blog already. I bet you already knew the common movement of the VR games, teleportation and the control pad, you must have tried some game controls like these. And in V of War 1.0 version, we have explored developing different moving mechanisms. In the very beginning, we have designed two mechanisms for VR, one is the KAT running machine which you might have seen and attracted by during the VR exhibitions. We adopts the 16IK simulation system to reappear the actual action of the VR players. In the system, the headset is control of the direction, while the sensors on the feet are made for m...
V of War Dev Blog 3. How to M ake a VR G ame With No M otion S ickness When we promoted the games to others, we were asked how we deal with the possible motion sickness in our game given the current VR game situation. Obviously, we are not just common VR game. Firstly, like we have mentioned before, V of war adopts a special VR operation style , in which the handles of VR are set as the control rocker as the mech. Pushing the handles forward to go forward, pushing backward to go backward, flip the handles to level up etc. therefore, we recommend sitting on a chair while playing our game because that best simulates the situation of a mech. This operation style would mitigate the motion sickness. If you recall your experience while you are driving a car, you shall know what we are talking about. When you in a car, the buildings and scenes pass very quickly, but you won’t feel sick while you are in a car. V of War Operation toturial: In order to enhanc...