Superhot vr oculus1/24/2024 Another problem is the environment geometry, which does not correspond to the colliders, and it can be really frustrating, when a bullet I shot gets stopped in mid-air because of bad collision meshes. In SuperHot, you have to guess how it is implemented to throw something correctly. Take The Lab by Valve for example, in which throwing the stick to the dog is so easy you didn't even have to think about how to do it. Many VR games have this problem, but some have not this problem. One problem in SuperHot is the difficulty to throw things. The game is quite short, but it wouldn't have done much good to have more levels without adding new mechanics, but this game doesn't need more. You control time, you can watch bullets flying by, you can grab a pistol passing by and kill a guy with it during the same second. This is exactly the feeling you get when playing Superhot in VR. You control Did you ever wanted to feel like Neo in the Matrix? Ok, buy. Superhot VR is coming first to the Oculus Rift using the Touch controllers later this year.Did you ever wanted to feel like Neo in the Matrix? Ok, buy. Even with our limited indie resources though, I'm fairly certain we'll circle back to other platforms eventually." It's a challenge in its own right to design a complete game for VR even without focusing on multiple platforms right from the get go. "We don't see much reason not to expect it to reach other platforms eventually," Kaczmarczyk said."With our deep, super friendly partnership with Oculus we're definitely focusing to premiere on Oculus Touch though. The game is being aimed at the Oculus Rift with the Touch controllers for now, but it's likely it will also come to the HTC Vive. "You feel 100 percent engaged, it often gets tough as nails if you push yourself, but once you dodge that final bullet and smash the head off of that last remaining enemy with your own bare hands, you feel just exhilarated." "You felt a bit like you were choreographing an insanely badass action scene every time you completed a level in Superhot - well, now you actually, physically need to go through the entire choreography yourself," he said. I had asked why a player would come back to the game if they had already finished Superhot, but Kaczmarczyk corrected me: You're not coming back to anything. And wow, the experience is just so dramatically different." It's the best way we found to make you really, deeply experience all the crazy things you just can't do in your everyday shooters. "All the rest though, we're building from the ground up - we're weaving everything together with a refreshed backstory, we're adding a lot of unique content and we're designing the entire gameplay with a laser-tight focus on VR. "The experience is just so dramatically different" "We're keeping the look and feel of regular Superhot and we're incorporating many of the locations you'll recognize from the PC version," Kaczmarczyk explained. They spent a lot of time looking at the different options for hardware, they spent a "scary" amount of time figuring out first-person shooter design in virtual reality and made a hard choice close to launch: They would have to rebuild the game. It was loads of fun, people loved it and the extra publicity gave a huge boost to our Kickstarter campaign but it also opened our eyes to how much intricate research we gotta do before we can create a satisfying, fully fledged, awesome VR-bound Superhot." "Back in 2014 we found one part of the Superhot experience that worked really well in VR and shipped it as a 5 minute tradeshow demo for Oculus DK2. "Turns out that's not even remotely close to reality," Tomasz Kaczmarczyk told Polygon. The Superhot team thought that getting the game running in virtual reality would be a simple thing: Spend a few days working on that version of the game, get some publicity and make fans happy.
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