VirZOOM Arcade

VirZOOM Arcade

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digitaldocc Aug 3, 2017 @ 6:29am
New Games - motion controllers?
Any chance some new games are coming out soon? I really want to use at least 1 vive controller to blast stuff.
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Showing 1-8 of 8 comments
Jason at VirZOOM  [developer] Aug 3, 2017 @ 11:49am 
We're in the process of prototyping some games now! Been blogging a little bit about it at news.virzoom.com, but still in early stages. I should give a heads up, though, that aiming on our bike is typically done by where you look, but you can use a Vive controller to point using our VZ Sensor (out this fall).
digitaldocc Aug 12, 2017 @ 6:03pm 
Thanks for the response. May I ask what the sensor does exactly? Vive controllers use the base stations for tracking/pointing so an extra sensor isn't necessary. Please clarify.
Jason at VirZOOM  [developer] Aug 14, 2017 @ 7:23am 
The VZ Sensor tracks pedaling speed. It's basically serving one function of the VZ Bike that folks have been using all along, without the resistance setting, heart rate tracking, or—crucially—buttons and triggers. That means we need to set up games so that when they detect a Sensor instead of a Bike, the game also starts looking for a handheld controller. The Vive controller is one of the controllers it goes looking for—but since the bike is its own controller, we don't go looking for that unless you happen to be using a sensor.

It is possible to play VirZOOM Arcade without a Bike or Sensor, but currently we have it only set up to recognize Xbox and PlayStation controllers. It may be possible to set it up with the Vive controller, but to be honest, that would take some time to set up, and we're much more focused on spending our time expanding and improving games for our exercise equipment users. The handheld-controller-only version of the game is more of a free demo, while our main goal is delivering experiences that get you to move. I hope that makes sense!
digitaldocc Dec 26, 2017 @ 5:27pm 
Any update on when new games are coming out? I really want to use at least 1 vive controller to blast stuff. My virzoom is collecting dust.
Jason at VirZOOM  [developer] Dec 28, 2017 @ 6:41am 
We're hoping to share some announcements soon – potentially as early as January! – but I can't say for sure yet. To be honest, I'm not sure whether the next thing we're announcing will let you blast anything with a Vive controller, so I'd better brush up on my knowledge of this stuff before release....
digitaldocc Dec 28, 2017 @ 12:46pm 
Regardless, I do appreciate you getting back to me so soon.
CrashFu Jan 14 @ 10:34am 
If the team does start looking into game modes that incorporate motion controls, I'd suggest a target-shooting challenge for the cowboy avatar. You could keep the same map and everything, just make various models for shooting-targets and line them up in / alongside the road.

To keep the work-out element, there could be a score multiplier (for shooting multiple targets in a short period of time) that decays if you don't keep shooting stuff.. that way the player is encouraged to keep up a good pace so that there will always be new targets coming into sight.


Might also be neat to try motion control as an alternate aiming method for the tank avatars? Like put a targeting laser in the player's hand, and have the gun track that instead of the player's gaze.
Last edited by CrashFu; Jan 14 @ 10:37am
Jason at VirZOOM  [developer] Jan 15 @ 6:48am 
We're in kind of an uncertain place with regard to what controls to use in the future. On the one hand, as I mentioned in another thread around here, we're currently working on a handlebar-mounted button to pair with VZ Sensor. (Some retailers issued this requirement late in the development process, and it's gotta get done before they will be able to sell VZ Sensor for us. And it's a fair demand – some folks really don't like taking their hands off the handlebars at all.) On the other hand, Daydream requires that you include integration for its motion controller in your app's navigation at the very least, so it's not like we aren't already looking into good ways to integrate motion controls. I can speculate about what we'll spend more time focusing on first (i.e., probably the new hardware we're investing time into developing), but beyond that, anything is up for grabs.

I'm going to be sending out our second annual survey soon(ish), too. If it looks like there's a huge demand for point-and-shoot kinds of games, that could help drive development in that direction too. I actually spent a TON of time collating and coding the open-ended survey responses last February, and that input is still informing our development priorities nearly a year later.
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