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This video is my first try of Gorn i had not planned to make it public due to the discord channel i was in at the time but since you have asked to see how people react to the movement this may help you https://www.twitch.tv/videos/158215748
And do not get me wrong, i like the game a lot (i would not of spent 20 minutes writting up the different movement styles if i did not like the game, i simply would of moved on) it is just that movement style is not good (or even remotly usable) for me
And as others said, this movement system is better than whatever solution you guys can throw at the dev. What other movement system lets you dodge in attack the enemy then dodge out so smoothly?? What other movement system lets you move back and forth between 4 opponents so smoothly and quickly? I honestly have not seen any better. I'm up for suggestions.
Idk about you, but it's a VR game, I want to move around and be active. I don't want to just press buttons anymore.
Someone says you cant attack utilize both arms because you have to use one to move. Well, it works for me. I'm sure it works for others.
in the other thread i listed a ton of options (made before i saw this post as i was in rush to get to work when i made my post)
Ok so this is a list of the movement styles i have encountered, the pro’s and con’s of each from admittedly my perspective, but then i am a reviewer so most things are from my perspective.
I do not say these to expect them to be included in your game, just to show you that there are more styles than the three you mentioned:
Teleportation
We all know this one and some of us love it others see it as immersion breaking.
Pros- no motion sickness
- all vr players know how this works
- immersion breaking
- can make a game too easy
Cons
Waypoint Motion
This is an offshoot of teleportation, you set the waypoint the same as if you were teleporting but then your guy(and you) moves towards that waypoint, this i feel would be good for Gorn.
Pros- Keeps immersion
- allows you to face another way while moving so backing away from or dodging is still possible
- allows for a good freedom of movement
- not a good option for those prone to vr motion sickness
- developer needs to make sure that new waypoints override existing ones (one alpha i cant name forgot this and that meant you could set around 30 waypoints that you just slowly went to ….even when dead lol ah alpha bugs can be so fun)
Cons
Waypoint Ghost Motion
This is a variation on above designed for those that suffer vr sickness, it is essentialy the same except when you place a waypoint a ghost image of a player moves to it, once it reaches it you are teleported there, this is to nullify the cheating aspect of teleportation while still keeping the anti nausea benifit.
Pros- no nausea
- no cheating
- its still immersion breaking
Cons
Checkerboard
Only been in one game which is not released yet however since i am not under an NDA i can discuss it, basically this is a variation of teleporting however when you go to teleport you can only go to the adjacent square to the one you are on (they appear as you go to teleport)
Pros- Again its less cheaty
- no nausea
- it is a system that can be grasped very quickly
- immersion breaking teleportation
- having the squares appear when you go to teleport can also break the environment/atmosphere you are in.
Cons
Zip
In this variation of waypoint motion instead of slowly moving there you dash to the spot, this is often done while putting black borders around the vision that prevents motion sickness in some (personally those borders make me feel like i am going to pass out)
Pros- supposedly better for motion sickness
- less immersion breaking than teleportation but not as much as the waypoint movement
- less cheaty then teleportation
- still immersion breaking in my opinion.
Cons
Arm swing
This is what is in gorn at the minute, you hold a button and swing your arm down, the theory goes that this replicates your arm swinging when you're walking however it does not take in account that you rarely swing your arms when holding stuff.
Pros- some people find this really immersive (i am not among them)
- not very intuitive and often leaves you moving in jerks
- arm swinging to move while arm swinging weapons is not comfortable.
Cons
Trackpad WASD like
This treats a touch pad as a WASD controller, and allows for full range of motion.
Pros- very intuitive.
- allows for side stepping with ease
- can cause motion sickness
- is easy to accidently move.
Cons
Walk forward on button
This is one of the most basic movements but also one of the best, you hold a button and move in the direction of the HMD facing vector or better yet the controller vector (this allows more freedom of movement as you can aim behind you etc)
Pros- very intuitive
- if on controller vector you have a complete freedom of motion
- no break in immersion
- again can cause motion sickness
- if on controller vector then movement and weapon use can be hard (not as hard as having to swing the arm but close)
Cons
I am sure i have missed a few (i know i have missed one but an active NDA prevents me discussing it)
Movement like in game "CLIMBEY" - GREAT !!!
also im curious what is Climbey method? is it similiar to any i listed above?
Agree the movement in Climbey is great.
I've gotta say that if you find the movement too slow to quickly escape from fights.. you should be backstepping. But, I guess more options are good for those with a smaller play area.
Can you explain how we're using the control scheme wrong? You press in on the track pad, swing your arm and move. Is there someything I'm missing? When you're in the middle of a fight with a few enemies and have to stop focusing on swinging your arms to battle and start focusing on swinging them to move its extremely awkward feeling. As a developer on the game can you please explain why only this movement scheme is being used? I'm honestly asking because I really enjoy your game and hope to see the movement function as well as the rest of the game.