e filming venue and the itinerary of the relevant personnel.
It was possible to film the back, then the front, and finally edit them together.

It was the same for game development.
Normally, they would first create a huge framework, then focus on some core gameplay and basic functions inside.
Finally, they would organize everything from beginning to end and perfect all the details.

For the game ‘Animal Island VR’, the gameplay such as hunting, fishing, farming, and so on were obviously the core content.
It needed to be developed and tested first.
On the other hand, the opening animation, the transfer of locations at different stages of the plot, the NPC dialogue, and so on were not important.
The priority of development had to be pushed back.

This demo mainly tested a few key games in the game: farming, hunting, fishing, mining, cutting trees, making props, and placing props.

These mini games might be simple and could be completed by moving a finger and pressing a button in ordinary games, but in VR games, players had to do hand gestures.
It was much more complicated but the fun was also greatly increased.

The quality of these small games would directly determine the actual experience that this VR game would give players.
Therefore, they had to develop and optimize it as soon as possible.
They could not be sloppy.

Pei Qian and Meng Chang experienced it without saying a word.

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However, both of them felt different.

The more Pei Qian played, the colder his heart became.

VR games could already achieve this level now?

That was impossible!

Slow Movement Studio had only been established for such a short period of time.
How was that possible!

Meng Chang was completely immersed in shock and enjoyment.

Was this a VR game? It was too magical!

Meng Chang had not seen much of the world in the game industry.
He had not used the VR glasses overseas nor had he experienced a simple VR game.
There was a strong impact on him as he experienced VR equipment and games with such a high degree of completion.

Knowing the specific principle of VR was completely different from truly seeing the entire VR world with glasses.

When he first entered the demo of this game, Meng Chang felt like a baby who needed to turn around to observe this completely unfamiliar world.
He had to learn how to walk from scratch and interact with the world.

“Animal Island VR” provided three mobile models: ordinary walking, jump teleportation, and vehicle movement.

In terms of mobility, ordinary walking was the slowest.
vehicle movement was slightly faster, and teleportation was the fastest.

The reason why they provided three different movement models was mainly to satisfy the needs of different players.

Motion sickness in VR games was different for everyone.
Some people could only use teleportation in VR.
They would faint or even puke after moving with the joystick for less than two minutes.
Some people had stronger adaptability.
They could completely adapt after moving with the joystick for a few minutes.

Moving with a joystick was relatively the most immersive method.
It allowed players to slowly observe the surrounding world, instead of feeling out of place with the entire world like teleportation, constantly reminding themselves that they were just bystanders.

Vehicle movement was a compromise.

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When entering the game, players would automatically obtain a steam technology balance car.
They could use the trigger key as the accelerator and brake control.

On the surface, it looked like there was no obvious difference between moving the car and the joystick.
However, it was actually different.

In VR games, the degree of dizziness in VR racing was far lower than the dizziness of moving a joystick in the first-person shooting game.

There were two main reasons.

First, the body of a person was not moving while driving in reality.
The body of a person was also not moving while driving in VR games, so the game had the same feeling as reality.
However, when moving with a joystick, the body in the game was moving, and the body in reality was not moving.
This would make the brain feel chaotic and dizzy.

Second, there was a difference in the control method of the two.
There were only three levels to adjust the movement of the joystick: stay still, slow, run.
The difference between these three levels of movement speed was very obvious.

The difference in speed between standing on the spot and running would make it difficult for the brain to adapt and cause dizziness.

On the other hand, the movement of the car was different.
Since it was controlled by the accelerator, the car would start slowly when stepping on the accelerator.
There was a process of gradually increasing speed and letting the brain adapt slowly.
The brain would also have an estimate of the increase in speed according to the size of the accelerator.
This would also help to relieve the dizziness.

These three movement methods were integrated in the game.
Players could choose freely without entering the settings interface.

The left joystick was a regular movement.
When the thumb moved the hammer on the left joystick, a parabolic line would appear and point at the target location.
Once it was released, the hammer key would automatically bounce back and could teleport to the target location.

In addition, a skill wheel would appear on the left-hand handle of the cartridge.
Maintaining the state of holding it down and moving the left hand to the steam-balance cart to release it, the cart would be summoned and stand on it automatically.

After that, he could use the triggers of the two handles as brakes and accelerator to control the balance car’s advance.
At the same time, he could use the left joystick to adjust the direction of the balance car.

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