A quick movement dash seemed to be a nice middle ground between jarring teleports and stomach churning joystick motion. For traveling between scenes I found having a 'physical' portal seemed to be the least disorientating.
Grabbing object by touching them with an empty hand was easy enough, but adding a quick haptic pulse gave the action much more weight. Dropping items was a little more complex, older metaphors like hold 'x' don't transfer to VR well. The squeezing grip buttons seems like a good place to start but it didn't really make sense unless everything was as slick as soap. I tweaked the controls to drop when the grip was released and this made the controls much more natural and intuitive.
Currently I'm working on developing 3D modeling and Mesh generation tools in Unity VR. Being able to stand in your world and create feels empowering and natural and I look forward to sharing.
More coming soon . . .
Raid Night
An almost epic adventure, that's what me and a few friends set out to make in the summer of 2015. I had been learning the Unity 4.6 canvas UI tools and wanted a larger scale project to dig into. As old MMO player we joked that end game raiding was mostly sitting around rearranging your inventory, so it seemed like a good fit.
I started by implementing a fairly standard RPG inventory grid (Item swapping, stacking, tooltips, ect.) To help sell the experience I licensed some assets and created a small 3d world to wander around.
From there I added crafting and trading. Since there were no other actual players to trade with this was done through a work order system. Some work order were procedurally generated while others acted as story 'quests' where they would be used to help your guild progress through the raid. These 'quests' appeared as the player reached milestones and the story would play out in the games chat window. To fill time in between the story simulated conversations and new work orders would be posted in chat.
Once we felt we properly captured the feel we released a version on itch.io. There was some debate as to how we could make the game more engaging, we ultimately decided that would be counter productive and that a sequel would a better use of time.