The Thrill of the Fight

The Thrill of the Fight

whoppa May 11, 2017 @ 1:46pm
Opponents too close
I think the opponents should step back sometimes. They come extremely close in 180 and 360. Maybe it's a rift problem. Otherwise great game, love it
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Showing 1-15 of 24 comments
Ian (Sealost)  [developer] May 11, 2017 @ 4:02pm 
Thanks for the feedback. I've had a few people mention this, so I'd like to track down what's going on. I've got a few questions for you, if you have a moment to answer.

First, how close is extremely close? Do you mean as extreme as directly on top of you or within a few inches of your face? Or do you mean a foot or so away, but closer than you're comfortable with?

How big is your play space? Does the red square on the floor accurately reflect the size of the play area you defined in SteamVR (the green rectangle during SteamVR setup)?

And if you don't mind to share, how tall are you? The game scales you to a certain height for balance reasons, so I'm wondering if certain real-life heights are factoring into opponents getting too close.

Just so you know what the game should be doing, depending on their mood, and enemy will choose to stay at a certain distance from you. Stepping towards them should cause them to back away and moving away from them will cause them to chase after you. Sometimes, they'll get aggressive and move in close to uppercut range - when they do that, you should be able to grab them. The ref will then audibly tell you two to step away from each other, and the enemy will back off. (This is on the beta branch, anyway, which I highly recommend you switch to if you're not on it already.)

Thanks!
unwaveringresolve May 12, 2017 @ 8:00am 
I can't speak for @woppmof, but I've had a similar issue.

For me, "extremely close" is when their face seems to be less than two feet from mine. My play space is about 2.5x2.5 meters. I think the red square might be a bit smaller than that.

I am 5'10" without shoes.

In my experience, every opponent will quickly close to uppercut range, unless you're attacking to drive them back or you deliberately walk close enough to clip into them. I have never heard the ref tell us to separate, or talk at all during the match.
whoppa May 12, 2017 @ 9:29am 
There were 5-10 cm room to the opponent. My playspace was very small 150cm*150cm, I'm 177cm. I raised my playspace to 2,5m*2,5m and downloaded the beta and now it seems much better. There seems another problem with the beta: I knocked my opponent down ~12 times and he came back every time.
Ian (Sealost)  [developer] May 12, 2017 @ 10:37am 
Originally posted by unwaveringresolve:
I can't speak for @woppmof, but I've had a similar issue.

For me, "extremely close" is when their face seems to be less than two feet from mine. My play space is about 2.5x2.5 meters. I think the red square might be a bit smaller than that.

I am 5'10" without shoes.

In my experience, every opponent will quickly close to uppercut range, unless you're attacking to drive them back or you deliberately walk close enough to clip into them. I have never heard the ref tell us to separate, or talk at all during the match.

Thanks for the feedback. I've given some thought to this today, and I think I'll do run through of opponent behavior to try to make them give space more often without making them non-aggressive. If you want to intentionally trigger the ref just to hear it, go fight Luis, and when he comes in real close, move in on top of him. It doesn't work if he's already trying to keep some space between you or if you've cornered him.



Originally posted by woppmof:
There were 5-10 cm room to the opponent. My playspace was very small 150cm*150cm, I'm 177cm. I raised my playspace to 2,5m*2,5m and downloaded the beta and now it seems much better. There seems another problem with the beta: I knocked my opponent down ~12 times and he came back every time.

Thanks for the info.

The game always keeps the opponent inside of the play area you set up with SteamVR to reduce the chance of you punching outside of your play space. The minimum recommended size is 2 meters front-to-back. Due to the way SteamVR requires you configure your space, this means the minimum supported size is 200cm by 150cm for 360° setups and 200cm by 200cm for 180° setups.

If you only had 150cm space front-to-back, you're probably standing around 75cm in from your back wall, which only leaves 75cm for you opponent to stand in. Due to the safety feature mentioned above, they'll stay at least 25cm inside your play space and they take up around 50cm, leaving almost no room between you and them. Meeting the 200cm requirement means you'll be able to make at least 50cm of space, and 250cm should feel very good.

The way you win in the beta is very different from the main branch. In the main branch, you and the enemy have life bars that go down with each hit until you're knocked down, and you play until someone is knocked down three times. In the beta, you're playing by actual boxing scoring and don't need to get any knockdowns at all to win. You're right that 12 knockdowns shouldn't happen - I will be adding in having the ref call the match by TKO in those cases, but right now I'm trying to get a good feel for how easy or hard people are finding the beta, and knowing exactly how many knockdowns people are getting in their matches helps with that. I recommend switching to a harder difficulty if you're able to get that many knockdowns, you're not already on the hardest one. You should also be able to get KOs if they stay down for the count, but there's a bug in the current beta release where they always get back up in time.
unwaveringresolve May 12, 2017 @ 12:52pm 
Originally posted by fyiandev:
The game always keeps the opponent inside of the play area you set up with SteamVR to reduce the chance of you punching outside of your play space.
I keep walking to the edge of my play space (I made sure to put space between the borders and the walls) to meet my opponents as they come in, partly because I don't like waiting and partly so I have room to back up. Could that be why they're crowding me?
Ian (Sealost)  [developer] May 13, 2017 @ 7:39am 
Originally posted by unwaveringresolve:
I keep walking to the edge of my play space (I made sure to put space between the borders and the walls) to meet my opponents as they come in, partly because I don't like waiting and partly so I have room to back up. Could that be why they're crowding me?

They'll always immediately move to within 0.25m to 0.5m of what you've marked as your play area (represented by the red outline on the ground). If you get to that spot before they do, they'll end up walking right on top of you. This is intentional behavior, so that players who've mapped their space out to their walls are less likely to punch them.

Once the opponent is within the play space, standing near the edge won't make him walk any closer to you than he normally would, but it also gives him no room at all to back up, so at that point it would be up to you to make space if you felt you needed it.

Basically, you can think of the red outline on the floor as boundaries of the ring so if you back the opponent to the edge, you've basically got him against the ropes. I'd love to be able to size the ring itself down to fit the play space, but that would look goofy and wouldn't function very well.
Last edited by Ian (Sealost); Jun 9, 2017 @ 7:34am
Malys Jun 7, 2017 @ 8:09pm 
Just got the game today and I love it!

This is the first thing I noticed though. When the match begins, they seem to start right in my face. I think one solution would be for them to start further away and then close in with a step or two. Heck, I wouldn't mind bumping gloves too to signal the start the match. :)
Ian (Sealost)  [developer] Jun 8, 2017 @ 10:38am 
Originally posted by Malys:
Just got the game today and I love it!

This is the first thing I noticed though. When the match begins, they seem to start right in my face. I think one solution would be for them to start further away and then close in with a step or two. Heck, I wouldn't mind bumping gloves too to signal the start the match. :)

A few updates ago, the other boxer would walk all the way from their corner instead of teleporting in, but some players were walking forward to meet them, which would 1) put them too close to the front edge of their play space and tempt them to swing at the incoming opponent and 2) the opponent would always walk immediately and directly to the nearest point of the play area, which would also end up in the opponent being too close or on top of those players. There was also some oddness that could occur after the player scored a knockdown that could put the opponent in a weird spot.

Then I made it so the opponent teleports in right where they'd be walking to anyway. That seemed to be too abrupt of a transition and would put them immediately in range to punch for smaller play spaces.

In the very latest update, I moved the opponent back a bit to try to give more immediate space. They are teleported just outside your space but immediately step in. I thought it was a good compromise, but it sounds like I need to keep tweaking.

A couple questions for you: What's your play space size? Do you stay in your corner when you start the match, or do you stay forward a bit and reach to your side or even behind you to activate the start of the match?

Thanks!

Malys Jun 8, 2017 @ 3:29pm 
Well I'm actually cheating by playing with standing only space. Most likely that's the culprit as the opponent is forced to come (too) close. I'm standing in the middle of my playspace to start and usually have to take a step back at the start of the fight to not bump heads. I stay in the starting corner and can reach the start "button" that's in front of me on the right side.
Ian (Sealost)  [developer] Jun 9, 2017 @ 7:45am 
Originally posted by Malys:
Well I'm actually cheating by playing with standing only space. Most likely that's the culprit as the opponent is forced to come (too) close. I'm standing in the middle of my playspace to start and usually have to take a step back at the start of the fight to not bump heads. I stay in the starting corner and can reach the start "button" that's in front of me on the right side.

I'd say that's the culprit. The game doesn't officially support standing mode and is created with the minimum SteamVR room-scale size of 2m x 1.5m (or 2m x 2m if you've got a front-facing setup) in mind.

In general, you and the opponent would be outside of each others' range at about 1m away from each other. The opponent stands inside your mapped play area bounds by at least 0.25m. Considering that the player generally wants about 0.5m of space from the back edge of their play space, that leaves just over 1m of space maximum at the smallest supported play space size. In 360° mode, the opponent will back into the corner giving you a little more space on the diagonals.

With standing mode, SteamVR reports the play space as a 1m x 1m square. With the opponent sitting slightly inside and the player not backed all the way up against the back edge, that puts you both almost directly on top of each other.

Knowing all that doesn't really help you out at all, but hopefully that helps demonstrate what's happening in your case. I'm glad you're still able to enjoy the game, but please don't feel bad if you need to refund.
Malys Jun 9, 2017 @ 3:51pm 
No no, this is just a minor annoyance. The game is fantastic! The best workout I've had in a good while. Keep up the good work! :)
Crispy Liquids Aug 29, 2017 @ 1:59pm 
Edit: I "tricked" SteamVR into thinking the side was the front. In TOTF it correctly assumed I preferred the "long" part as moving to the middle/outside of the ring, and the "narrow" part to be the sides when you spawn. So that fixes it for me. For those who can't trick steam into allowing "roomscale VR", the problem persists though.


Hope you still read this, developer, but SteamVR doesn't want to register my actual play area as it's just a tiny bit too small... when orientated as SteamVR wants to orientate it... The oculus guardian system actually registers the entire rectangle even if it's angled.

Now I don't have the impression TOTF has a big problem with me moving outside of the red square, but the only problem is that it won't let me choose the middle of the play area. If I could do that, I could simply put the opponent more towards the front of the area and that would entirely solve my problem.

Just FYI: Gorn allows you to move all over the place and I did indeed punch my door already. But I can easily compensate it and plan ahead so that I know where my walls are, so it's not an issue. I heard some games will have the outline of the play area visible on the floor at all times - may be an option? Perhaps 'the' solution is to allow for free movement of the opponent, rather than force him inside an area. The opponent should be allowed to move away, and if we don't engage, he could engage. No?
Last edited by Crispy Liquids; Aug 29, 2017 @ 2:50pm
Ian (Sealost)  [developer] Aug 30, 2017 @ 5:54am 
Originally posted by Crispy Liquids:
Edit: I "tricked" SteamVR into thinking the side was the front. In TOTF it correctly assumed I preferred the "long" part as moving to the middle/outside of the ring, and the "narrow" part to be the sides when you spawn. So that fixes it for me. For those who can't trick steam into allowing "roomscale VR", the problem persists though.

So just to clarify, you're an Oculus user with a front-facing setup that is deeper than it is wide, right? SteamVR has a stupid restriction in that its "front" is always pointing along the narrow dimension of your play space. This is why I have to state on my store page that front-facing mode has a 2m x 2m requirement. The game really needs 2m of depth to be played correctly, but in order to do that in SteamVR you then have to have at least 2m of space to the sides (if I can't turn you sideways like I can in 360° mode).


Originally posted by Crispy Liquids:
Hope you still read this, developer, but SteamVR doesn't want to register my actual play area as it's just a tiny bit too small... when orientated as SteamVR wants to orientate it... The oculus guardian system actually registers the entire rectangle even if it's angled.

SteamVR has a minimum "room scale" size requirement of 2m x 1.5m. As long as you can make the space, it shouldn't care how you've angled it, but it has the stupid limitations I mentioned above if you've got a front-facing setup.


Originally posted by Crispy Liquids:
Now I don't have the impression TOTF has a big problem with me moving outside of the red square, but the only problem is that it won't let me choose the middle of the play area. If I could do that, I could simply put the opponent more towards the front of the area and that would entirely solve my problem.

Correct. The only reason you wouldn't want to move outside of the red box is because if you go too far, then the enemy won't follow. I'm unsure how your space looks if you've got room to step out of the play area and don't want the enemy to use the back side of your space. Can you draw me a crude MSPaint drawing of the shape of the real space you have and the shape over top of that of where SteamVR is putting your play rectangle?


Originally posted by Crispy Liquids:
Just FYI: Gorn allows you to move all over the place and I did indeed punch my door already. But I can easily compensate it and plan ahead so that I know where my walls are, so it's not an issue. I heard some games will have the outline of the play area visible on the floor at all times - may be an option? Perhaps 'the' solution is to allow for free movement of the opponent, rather than force him inside an area. The opponent should be allowed to move away, and if we don't engage, he could engage. No?

The game was originally made with room scale in mind back when the Vive launched. It's just me working on the game, which is why I haven't been able to add in Oculus SDK support or a true standing mode yet. In the future, I'd like to add a "standing" mode that lets you move around with the joysticks, but I've got to get some more content into TotF before I start working on that.

I don't have the opponent leave the red box, because if you're after him and he's retreating, it would be very easy for you to accidentally chase him right up to your wall even if you were paying attention. The way the game works currently, it's very hard to accidentally swing outside the play area you've marked even if you're not paying attention.


Thanks for your feedback. I'd love to know more about the shape/situation of your room and your play space as I might be able to make some simple tweaks to help.
Last edited by Ian (Sealost); Aug 30, 2017 @ 5:55am
ehetyz Aug 30, 2017 @ 12:31pm 
I'm having the same problem. Loving everything else about the game and it gives me a good sweat, but the opponent gets right up at my face and it's almost claustrophobic. Can't get them to back down, either. I'm playing on Oculus touch and pretty much on the bare minimal roomscale size (2x1,5m), so I think that's what's causing it. It would be nice to have a way to adjust the safe zones to keep the opponent at a proper distance.
Ian (Sealost)  [developer] Aug 30, 2017 @ 5:14pm 
Originally posted by ehetyz:
I'm having the same problem. Loving everything else about the game and it gives me a good sweat, but the opponent gets right up at my face and it's almost claustrophobic. Can't get them to back down, either. I'm playing on Oculus touch and pretty much on the bare minimal roomscale size (2x1,5m), so I think that's what's causing it. It would be nice to have a way to adjust the safe zones to keep the opponent at a proper distance.


Are you using 360° or 180° mode? For 180° mode, you really need 2m x 2m of space in order to get 2m front-to-back. At minimum play space size, the safe zone is only 0.25m, which I think is a little scary even. When you're playing in a small space like this, remember to back up and give the opponent as much room as you can as well.

Also, I think you're already set here, but just a reminder to make sure you've ran through the SteamVR room scale setup. If you've only ran through the Oculus Guardian setup or have SteamVR set in standing mode, then the opponent will be trapped within a very small play area in game.

If you think you have some space and he's just not backing off, try out the beta branch. There are some AI changes that make the opponent more likely to back off.
Last edited by Ian (Sealost); Aug 30, 2017 @ 5:14pm
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Date Posted: May 11, 2017 @ 1:46pm
Posts: 24