Killing floor vr9/7/2023 ![]() ![]() However, even as they built the snap mechanic (and Guard Rail) as a tweener solution, they were also already developing the game to take advantage of roomscale tracking. They knew it was going to be just a matter of time until it arrived, but they needed to build navigation into the game in the meantime. They needed a placeholder mechanic until roomscale became available. Ironically, what I initially saw as a half-measure-the wholly imperfect snap-to-turn mechanic-showed the Tripwire team’s forethought. As is, the movement mechanics were kind of a mess. ![]() This game needed roomscale tracking in a bad way. Layer in a dark and purposely murky environment, and just getting around takes up quite a bit of mental energy. This is, as you might guess, disorienting. When that happened, I’d see TripWire’s “Guard Rail”-a simple, flat green-ish blue grid-pop up to tell me that I needed to turn my head back around. If you turn your head, though, the Constellation cameras lose tracking. The other major problem was that, because the game begs you to turn around all the time, your instinct is to physically turn instead of using the snap mechanic. (I don’t recall how many “stops” were in a complete 360-degree circle, but it was at least four.) That is, it’s not a gradual movement each sharp jab of the joystick snaps you several degrees left or right. So, short of a roomscale option, Tripwire’s workaround was a snap mechanic: You can move your head around, but to position your body to face a certain way, you have to snap the left joystick. “We learned about it the same time you did, at the keynote,” one developer told me. That seems to be a simple enough problem to solve-but only if you have roomscale tracking.Īs I mentioned, the day before Oculus’ big roomscale announcement, not all the devs-including Tripwire-knew anything about it. A key part of Killing Floor ’s appeal is having to deal with zombies sneak-attacking you from behind. The other major issue was that, unlike many VR games wherein the action is always coming at you from the front, Tripwire needed to figure out how to deal with your back. Short of a VR treadmill, the only way to traverse those areas was with a point-and-move navigation system, which Tripwire employed. You have to move around in a large virtual space in the demo, we stomped through a darkened wood before entering an abandoned house that promised to be full of horrors. ![]() In Killing Floor: Incursion, Tripwire had to solve all of the aforementioned navigation issues, and more. The knife-and-pistol loadout is my favorite. Immediately after I played Killing Floor: Incursion, I was making mental notes for the article I planned to write: The day before the opening OC3 keynote, we had enjoyed demos of a number of VR titles. ![]()
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