henke on 8/3/2015 at 20:32
BECAUSE OF COURSE THIS FUCKING THING IS GONNA NEED OCULUS RIFT SUPPORT :D
[video=youtube;VagVjChmSRs]https://www.youtube.com/watch?v=VagVjChmSRs[/video]
Pyrian on 8/3/2015 at 20:39
:D How does your neck feel after a minute of looking down? Is that your now-unbreakable ribbon?
henke on 9/3/2015 at 06:26
Yeah it's not exactly comfortable having to look straight down. I'll leave the VR mode out of the initial release at least. If I can make it into a pleasant experience I might add it later.
That finish line works more or less as it should actually, it was just set up a bit incorrectly on that stage.
Thirith on 9/3/2015 at 08:48
@henke: Is it possible to exaggerate your head movements in-game, so that when you look ahead, you look ahead in the game, but you'd only have to look down 45° and in the game you're looking straight down? It's possible that this would make the player more queasy, since there's a difference between your actual head movement and how it's represented in the game, but it might be worth trying. (It's what the TrackIR does, although that's obviously not the same as actual VR.)
henke on 9/3/2015 at 13:07
Probably possible, but yeah, not sure how advisable it'd be. I also considered making the default angle tilt 45 degrees downwards, but that might not be a good solution either.
Thirith on 9/3/2015 at 13:25
I'd be surprised if it wasn't possible to fudge the 1:1 translation of head movement into the game at least somewhat, e.g. the way it's possible to make people walk a curve when they think they've walking in a straight line, provided that what they see supports the illusion. It'd have to be tested, though, probably a lot and with different people, to see if it can be pulled off successfully in a game.
Yakoob on 11/3/2015 at 06:17
Quote Posted by Pyrian
But it is really nice when you go to hook up a new feature and realize that your other components are already prepared for it, isn't it?
True, but it also leads to a lot of wasted effort and I still sometimes realize what I predicted as the "future" needs to be changed. Like I completely re-did my whole quest system since, while it was neat, it was a pain to debug and too error-prone.
Quote:
Interesting. What happened with your inputs?
Letting individual entities respond to input, as the tutorials suggest, is just a terrible practice. In my case, it caused issues with input conflicts between GUI vs. player vs. custom game modes. Another example is my 2D TBS prototype, where clicking on a GUI action button would also select any unit underneath the button, sometimes even before triggering the button.
Disabling the player control of their avatar was also tricky since setting a "CanControl" flag can lead to bugs as soon as you have more than 1 object that changes it.
Plus the Unity input system itself is terrible (you can't query what key is bound to an action/axis, and it's virtually impossible to rebind keys ingame). I redid everything using cInput.
But I also encountered similar conflicts when it came to game loading, time controls, audio playback etc.
Pyrian on 11/3/2015 at 20:35
Quote Posted by Yakoob
Letting individual entities respond to input, as the tutorials suggest, is just a terrible practice. In my case, it caused issues with input conflicts between GUI vs. player vs. custom game modes. Another example is my 2D TBS prototype, where clicking on a GUI action button would also select any unit underneath the button, sometimes even before triggering the button.
Hmm. I'm not a big fan of extra pass-through calls. I did some work upfront to make sure my various UI elements don't interfere with each other (in particular the main screen), but the basic collider mouse mechanic does that pretty well on its own - it will only trigger the collider closest to the camera (a rare case of using Z-pos in 2D). I'm actually
removing certain centralized functions as I go.
Quote Posted by Yakoob
Disabling the player control of their avatar was also tricky since setting a "CanControl" flag can lead to bugs as soon as you have more than 1 object that changes it.
Heh, I have a similar issue with my Active Defense mechanic. I can't dodge if I don't have that ability, I can't dodge if I'm in certain terrain (mud or water), I can't dodge if I've already dodged once this round, I can't dodge if I'm using a special ability that precludes dodging (like holding ground or flurry of blows), and every dang one of these conditions needs a separate flag.
Quote Posted by henke
Alright, tonight I implemented the last of the features and functions needed to make it
complete.
Congratulations! Looking forward to falling on my ass repeatedly until I ragequit.