The Solus Project

The Solus Project

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wrenchse  [developer] Jun 8, 2016 @ 4:35am
HTC VIVE - INSTRUCTIONS ON HOW TO PLAY THE GAME
Hi there!

THIS GUIDE IS NO LONGER UP TO DATE SINCE THE LATEST UPDATE. WILL BE UPDATED SOON.

Since our VR support is still a work in progress, we are well aware of the issues that we currently have in terms playing it with the Vive.

Please know that we do not consider the current implementation final at all, and it will be greatly improved!

CONTROLLER LAYOUT
For reference, first off I'd like for you to look at this legend over the controller. This can also be found in the in game options menu.
http://i.imgur.com/YH57Qmr.jpg

MOVEMENT
There are three types of locomotion in the game:
* Walk
* Blink
* Teleporter gun

WALK
Currently the left touch pad will move your forward or backwards when touching up or down on the left. This can make you feel sick, and if so you can deactivate it.
To deactivate walking set Walking speed to 0%.

BLINK
The blink will be greatly improved upon. But in the current implementation it works as follows:
Press/Click the left touch pad. You will be teleported a few meter ahead in the direction you are looking. You might want to set walk speed to 0% for this to feel better. You might notice this can be abused to cheat. Don't do that.

TELEPORTER
About 15-20 minutes into the game you will find the teleporter. This is a gun which shoots a disk and you can teleport to that spot. It is pretty straight forward, just aim and shoot.
*Hold the interaction trigger to fire the disc. (Right trigger)
*Hold the secondary/drop item trigger to teleport to that location.


Playing the game
So far VR has not got proper tutorials in place.
We recommend you play the game for 10 minutes in the normal version to get your bearings.

INTERACTION AND CRAFTING
In the first area you must:
* Point at the computer, hold right trigger to pick it up.
* Point at one of the rocks, hold right trigger to pick it up.
* Point a the second rock. Orange interaction means that you can craft with it. Make sure to point at the + sign.
* Hold right trigger to craft a sharp rock. This can then be used to cut the cargo net keeping you from moving forward.

In general, blue means to pick up or read on the PDA, and orange means craft or interact.

To drop an item held, hold left trigger. We have a holster function in standard game but not yet in VR.

To craft at least one of the items need to be on the ground!

PDA
The pocket computer will tell you about your vital signs and let you know if you are cold, hungry thirsty etc. Hold the computer up to your face to look at it.
The PDA is also used for reading things. Point at an object and then look at the PDA.

SLEEPING
Pushing the bottom of the right touchpad will show the sleep screen on the PDA. Sleeping gives you health as well as saving progress.

INVENTORY
For now we don't have an inventory menu, but it is high up on our list!
Currently you need to cycle through the items you are carrying. This is done with the right hand side/grip buttons.

Menu
The menu button on the vive controller resets tracking, but if you hold it the Vive menu will open.
In here you have quick access to a bunch of different settings to make your gameplay more customized. You can also check the controller bindings here in case you forget.

This concludes the Vive tutorial for now. Will fill it up with more and update as we go along!


Last edited by wrenchse; Jun 11, 2016 @ 3:29pm
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Showing 1-15 of 81 comments
maxsmoke Jun 8, 2016 @ 5:02am 
Unless I missed some speical VIVE option, the game appears to be setup for the Oculus Rift. I am doing UE4 development myself and from what I can see, you haven't located the camera on the floor like you're suppose to with the VIVE. The result is that the camera moves and sways in a very uncomfortable manner as you look around. You need it have it at Z-Axis 0 for the VIVE to work correctly. Also I don't see the 2 hand controllers used at all. This is ashame, as doing something simple like putting the PDA close to your face would be simple with the VIVE's hand controllers. Not using them is a huge waste of the VIVE's potential.
sjoerd  [developer] Jun 8, 2016 @ 5:04am 
Hi the hand controllers work fine and the camera does not sway. Not sure what you are seeing? Is this the latest version?
ive just brought this and i dont think this should be for vive, think hes right just ment for oculus trying to play this with tracked controllers is like banging your head against the wall. nothing is explained on what we are ment to do, just walkinhg round picking parts up for what i dont no. how do you even read the bits of paper on floor as nothing happens wont let me pick up even when blue???
ManOrAstroman? Jun 8, 2016 @ 6:19am 
Originally posted by maxsmoke:
Unless I missed some speical VIVE option, the game appears to be setup for the Oculus Rift. I am doing UE4 development myself and from what I can see, you haven't located the camera on the floor like you're suppose to with the VIVE. The result is that the camera moves and sways in a very uncomfortable manner as you look around. You need it have it at Z-Axis 0 for the VIVE to work correctly. Also I don't see the 2 hand controllers used at all. This is ashame, as doing something simple like putting the PDA close to your face would be simple with the VIVE's hand controllers. Not using them is a huge waste of the VIVE's potential.

There must be someting wrong with your game or your hardware. Normally you can put the PDA close to your face.
ManOrAstroman? Jun 8, 2016 @ 6:21am 
Originally posted by Ted Nugent:
ive just brought this and i dont think this should be for vive, think hes right just ment for oculus trying to play this with tracked controllers is like banging your head against the wall. nothing is explained on what we are ment to do, just walkinhg round picking parts up for what i dont no. how do you even read the bits of paper on floor as nothing happens wont let me pick up even when blue???

You can read the papers on your PDA.
ManOrAstroman? Jun 8, 2016 @ 6:25am 
Many thanks to the devs for working hard to make the VR support better. The game looks great in VR and if the Vive wands works better in the near future it will be a fantasic VR game.
Ravusy Jun 8, 2016 @ 9:04am 
I haven't played Solus yet, but is it no full movment control like left and right turn with the Vive controllers on walk mode for seated/standing playing? I have to transform my room every time I play in room-scale, not every day I bother doing that.

Having an option to play relaxed and seated without teleport is always welcome.

I have no VR sickness problems at all and I've played 'The Vanishing of Ethan Carter' (first-person with MS gamepad controller support) for 2h straight without issues. Getting tired of the sickness croud screaming the loudest...
Last edited by Ravusy; Jun 8, 2016 @ 9:06am
Solarisfire Jun 8, 2016 @ 9:13am 
Just tried to play and Solus got my left and right hands totally the wrong way round, made things very confusing. A lot of the control using the Vive motion controllers feels like an afterthought. It's kinda silly binding jump and crouch buttons to the Vive controllers... If I want to crouch I will crouch down myself... And no game in VR should ever need for you to jump...
wrenchse  [developer] Jun 8, 2016 @ 9:27am 
You can play the game seated in VR using controller too.

Yes, the vive motion controllers are an afterthought. When we started making the game Oculus had not even had their kickstarter. VR was nonexistent. We are doing our best to add in VR support to the game though, but it is no secret that this a "normal game" with added VR support. We are greatly improving the vive controls in the coming days and weeks however.

Crouching we intend to change to only be done with your body, and jumping is not really necessary I suppose once you have the teleport gun.

Edit: Sometimes it does get the hands mixed up. No idea why that is.
Last edited by wrenchse; Jun 8, 2016 @ 9:27am
Defcon 5 Jun 8, 2016 @ 9:50am 
Thanks for adding VR Support, really looking forward to it. As soon as I read that Vive Support is flawless I buy this game asap.
Brigadier Pickles Jun 8, 2016 @ 10:44am 
Thank you so much for working on VR support.
ericmblog Jun 8, 2016 @ 10:49am 
Remember people, you can have Vive support and not do room scale/motion controls, just like the Oculus - and if we as consumers don't recognize that, then some types of games will just never come to the Vive. Personally I think this game looks great, even if it might be best played seated with a gamepad.
Zaphod4th Jun 8, 2016 @ 11:50am 
You have the "VR Support" tag, and the "VIVE" tag, NOT "work in progress" tag. No money for you until work is done.

Seriously, a crouch and a jump button on VIVE controller? lmao
wrenchse  [developer] Jun 8, 2016 @ 12:03pm 
Hi! There is no "work in progress" otherwise we'd have that. Trust me, we'd definitely not have your money than have you be disappointed. We are adding VR because it is a fun thing to do. Believe me though, it is getting less fun by the minute.
MarikCraven Jun 8, 2016 @ 12:47pm 
I tried playing this and the controls with the vive wands are super confusing. I'm left handed so I tried switching the controlls as I can usually get away with that in most games but this one was super confusing. Even when I tried them back in the correct hands movement was not what I expected. I tried normail rotation and strafing and none of them worked like I expected. I tried moving with the thumbpad but would push a direction and would start walking in another direction. I restarted the game and it did the same thing. Very strange. Also when I teleported I could teleport on top of the cargo net in the first area and got stuck.
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Date Posted: Jun 8, 2016 @ 4:35am
Posts: 81