Chapter 227 - VR Game Development Principles (2/2)
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After having gone through the design docu Chen Mo’s h to keep the to use as reference after all, hoould you approach a gaos? What would it look like? How do you deal with details?
This was so and hard
Chen Mo went back to his office on the second floor of the experience store and started looking into the restrictions he had aaaaner and an honorary hts in the Illusion Gaah the process of ner, he just wanted to look through it again
Chen Mo had experienced VR gah Earth Online Simply put, VR allows players to upload their consciousness into the VR ga pod, and was able to receive feedback fro pod replaced the needs for inputs/outputs such as keyboards, ap between consciousness of the player and the virtual world
The ga pod is also able to analyse the consciousness of the player
For exarab sonise that input and turn it into an action within the gaa, ju, all of which were done in the say of this world could analyse any intentions the player has, but it was up to the designers to translate theaaame would reject as such an input shouldn’t happen
Whichevers input to support were all up to the designers
If you were a soldier with a gun in the gaun beneath your feet, but the designer didn’t intend for such an interaction, nothing would happen
It et used to after playing a while (Just like in AAA titles where you could only do whatever the story has you do)
Therefore the ner planned for, the s they could do, the reater hardware de experience
This was also why RTS garaphics
Huge resource de they couldn’t play it for long
For exaame, the player would need to select units and what actions they would perfor about their tactics This was extreh it was the sas, but everything was done using mouse and keyboard, and a lot of it could bethe load on the player
Therefore, soames would intentionally si the players out fro the aames, all attacks and punches, with no input into which direction, angle, or strength in order to simplify the number of actions which in turn reduces the dea, snals transmitted to the players are just like the 124° bifocal nature of humans, with around 25° of focus, just like real life
Hearing and smell were also transmitted to players to stimulate real life sound and smells
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Next were the differences of design concepts in VR