ViRo Playspace
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ViRo Playspace

Enthu Aug 20, 2023 @ 1:08pm
How do I do... Anything? + Progress/ Dev status?
Just stumbled upon this, All I played was the free demos and the newest DLC. The Goddess anime girl scene was pretty sweet. But I spent most of the time trying to figure out how to do anything. I have to grant that I don't play much in VR, so maybe I'm alone on this. But I found the next buttons very confusing. Like what actually made them go? it seemed like I had to center in my view to make them work. Which was kinda the opposite of the goal at the time which was to enjoy the sexy anime character. Also I found the placement of my head to be off and moving far IRL would attempt to fix it but still be wrong.

I understand that the controls and even VR headset alignment issues may be very difficult to fix, but I've seen a demo that had solutions to all these things. It was the old Fallen Doll demo by project helius. Not their current project, I think that will never be finished... seems to be a common thing in this space...

But hoping the devs read this, I'm going to try to explain how they did controls and camera headset position.

In that game, any controls that would be buttons you could click were stored in a radial menu that you could open or close by clicking in the joystick on either hand's controller. then with 8 available directions, tilting the joystick would highlight one of the buttons and clicking it in would perform the action. This menu renders around the players hand, so if you're enjoying a scene but you know what buttons you intend to click, you can do it all without even putting that controller in view.

Camera controls. The current control is to get snapped into the games best attempt to put your headset in POV position followed + you can re-centre it by clicking in the joystick. Re-centring is good but the best solution is again what I saw in fallen doll. Which is to attempt to lock the player in POV. but allow for them to be able to adjust camera position freely as well. They achieved this by letting the player hold a button and then move that controller, with the inverse of any translation of the controller being applied to the camera in the scene. So for example, if you feel the camera is 10 inches too high you would hold the move camera trigger, then move your hand 10 inches up IRL and release the trigger. Now your camera is exactly where you want it. They did a similar thing using the other trigger for adjusting angle. hold trigger, rotate hand, release trigger when happy. In this game the triggers are used for interaction, so you'd have to get around button mapping, or maybe triggers are only camera control while that button menu is up or something. But hopefully this explains the system.

I was very confused trying to get to the next part of the scene with the buttons being visually acted upon. I was flailing my hand IRL trying to make it do something with the button, not realising it was my vision lol.

Overall though this seems cool. I assume the club will be a thing for players to see other players at some point. I hope development is still happening, seen some concerned comments on the steam discussion board. Side note, this done in Unreal or Unity?