The Thrill of the Fight

The Thrill of the Fight

tboneil24 May 17, 2018 @ 7:43pm
Full body tracking with Vive Trackers
Any chance we'll see this in the future? Thanks Dev for creating a great game!
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Showing 1-5 of 5 comments
Ian (Sealost)  [developer] May 18, 2018 @ 7:13am 
TotF probably won't get full body tracking unless a widely available product for it comes out soon that many people purchase. The important ways this would affect TotF would be for the elbows, which are assumed to be straight out from the wrists right now as if your hands are wrapped; the body, which the AI doesn't target at the moment; and the shoulders, which aren't likely going to be specifically tracked in most full-body solutions. With that in mind, the TotF wouldn't change that much because of it, and it would require some big changes to implement.

Thanks for playing and for the kind words!
JeQ Jan 15, 2020 @ 11:33am 
I want fullbody tracking too. Hits are not currently calculated very well because lack of hip simulation. I allways keep my eye on target, even while rotating torso, so VR cant check am i punching strong or weak. This leads replays look very lame and punches ineffective. My suggestion for trackers would therefore be elbos, and hips. Knees and hip would work great too for damage calculation.
Last edited by JeQ; Jan 15, 2020 @ 11:35am
Originally posted by JeQ:
I want fullbody tracking too. Hits are not currently calculated very well because lack of hip simulation. I allways keep my eye on target, even while rotating torso, so VR cant check am i punching strong or weak. This leads replays look very lame and punches ineffective. My suggestion for trackers would therefore be elbos, and hips. Knees and hip would work great too for damage calculation.
I don't quite understand what keeping your eye on the target has to do with damage calculation. That shouldn't determine hand speed.
Ian (Sealost)  [developer] Jan 17, 2020 @ 8:00pm 
Originally posted by The Amazing Markbert:
Originally posted by JeQ:
I want fullbody tracking too. Hits are not currently calculated very well because lack of hip simulation. I allways keep my eye on target, even while rotating torso, so VR cant check am i punching strong or weak. This leads replays look very lame and punches ineffective. My suggestion for trackers would therefore be elbos, and hips. Knees and hip would work great too for damage calculation.
I don't quite understand what keeping your eye on the target has to do with damage calculation. That shouldn't determine hand speed.

I believe he means that the game wouldn't be able to get much info from his head rotation to detect how much his body is moving. The body mass bonus in TotF1 is really just a band-aid, and isn't as important to the damage calculations as it should be. My plans for TotF2 are basically built on fixing this issue.
JeQ Jan 28, 2020 @ 10:47am 
Glad to hear there is new upgrades coming, this is my favourite training game now. Full body tracking could bring more customers too If we get full body avatars too, those would sell game when people stream gameplay on 3rd person view, ive done allready some videos for Facebook groups.
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Date Posted: May 17, 2018 @ 7:43pm
Posts: 5