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Chapter 1129

Words:2636Update:22/06/18 02:24:13

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The most ridiculous thing was that there were buttons on the other three fingers as well!

These buttons were distributed on the handle of the gun. They were very long and narrow horizontally. The width was slightly wider than the fingers, and there was an ergonomic depression that was suitable for holding.

The button itself felt relatively hard, and the distance was not long. Due to the existence of the strap, it would not be triggered when one held it in the air. It would only be triggered when one exerted force between the thumb and index finger and pressed down.

Of course, the other buttons, such as the most basic home button and return button, were also there. However, they were in relatively unimportant positions. After all, they were basically not used in the game.

Pei Qian could not help but feel emotional. "… So many buttons?!"

Compared to other common VR controllers, each controller had five more buttons. The two controllers added up to ten more buttons.

The middle finger, index finger, and ring finger were more inflexible. Normally, there would not be special functional buttons arranged on these three buttons. However, even if these three buttons were not included, the controller still had a hammer button that could be pulled near the joystick above and an eject button next to the gun handle.

This controller was ridiculous!

Old Song nodded. "That's right, Boss Pei. There's too much research and development funding. We can only do more on the controller!"

"I'm thinking that there can never be too many buttons. The more buttons there are, the more interactive operations we can use in the game. We've already added so many buttons, so we don't mind adding a few more."

"In any case, these buttons and the corresponding functions in the game can be slowly developed and adapted."

Lin Wan took over. "Don't worry, Boss Pei. The functions of these buttons have already been arranged in the game."

Pei Qian: "…"

What do you mean by there's too much research and development funding? We can only do more on the controller?

You're blaming me for giving too much money?

Shenhua Corporation also gave too much money. Why don't you blame them?

How preposterous!

Pei Qian knew very well that he had indeed given Slow Movement Workspace a huge sum of money to develop this VR glasses. However, he still did not have a clear idea of what kind of VR glasses he could develop.

He did not expect to create a pair of glasses that looked so perfect and had so many functions!

Pei Qian had originally thought that even if he created a product that was better than the VR glasses on the market, it would at most be a semi-finished product given the current state of the VR market. It was still a long way from becoming a real hot seller.

However, from the looks of it, he had guessed wrong again …

He silently put on the VR glasses.

Then, an extremely spacious scene appeared in front of them.

In front of them were waves crashing against the beach, and the coastline of the island extended to both sides. Looking behind him, he saw the forest on the island. Occasionally, he could see small animals wandering in the forest.

There was a translucent interface floating in the air in front of him. There were various app icons on it.

Although there were very few VR resources at the moment, there were still some apps if one were to forcefully search for them. For example, some video apps, the relatively simple VR games, and so on.

What's more, the VR glasses were based on the Android system. Any Android software could be displayed on a flat surface in the VR glasses. It was easy to make up the numbers.

With so many software installed, it was obvious that they wanted to test if these software could run normally on the VR glasses and compare it to other VR glasses.

Pei Qian hesitated. "This login interface …"

Lin Wan explained, "Oh, because we were in a rush, the login interface was made with ready-made game resources."

"By default, it's a scene in Animal Island VR. In addition, we've prepared two other scenes for players to change. One is the command ship space scene in Mission and Choice, and the other is the three-way river scene in Repent and be Saved."

Pei Qian: "…"

What the f * ck do you mean you don't have time to do it?!

You guys really know how to play. You guys directly used the original game scene as the login scene for the VR glasses. You might as well remake it!

What would happen if the gamers of Mission and Choice and Repent and be Saved found out?

Among the apps, there were a few commonly used system applications that were specially displayed. One of them was the projection button.

The demo of Animal Island VR was calculated on the computer and projected into the VR glasses wirelessly.

After clicking the projection button, an interface automatically popped up. There were a few simple prompts on it. They needed to connect the computer and the VR glasses to the same network environment or plug in a cable to connect directly.

Once they were connected, they would click on the game icon on the VR glasses. The computer would automatically run the game and the glasses would enter the game.

Similarly, others could also see the scene in the VR glasses through the computer screen. However, it would look more shaky. Of course, if they did not want others to see it, they could turn it off in the projection settings. That way, the computer would only show a black screen.

Seeing that Boss Pei and Meng Chang had already entered the game, Lin Wan explained, "Animal Island VR is still in development at the moment. The demo this time is mainly about the gameplay of some small games inside."

Game development was like drawing and filming a movie. It was definitely not done in sequence from beginning to end.

Drawing was done first. After the general framework was fine, they would continue to refine it. On the other hand, filming a movie was done according to the location and the schedule of the relevant personnel. It was possible to shoot the back first, then the front, and finally cut them together.

It was the same for game development. Usually, they would first create a big framework, and then focus on the core gameplay and basic functions inside. Finally, they would go through it from beginning to end and perfect all the details.

For a game like Animal Island VR, gameplay such as hunting, fishing, growing vegetables, and so on were obviously the core content. They needed to be developed and tested as early as possible. The opening animation, the transition between different plot stages, the NPC dialogue, and other content were not that important. The development priority was to be pushed back.

On the other hand, this demo mainly tested a few key games in the game: farming, hunting, fishing, mining, chopping trees, creating props, and placing props.

These small gameplay might be simple and could be completed by pressing a button in a normal game. However, in a VR game, players would need to move their hands. It might be much more complicated but it would also be much more fun.

The quality of these small games would directly determine the actual experience that this VR game would bring to players. Thus, they had to develop and optimize it as soon as possible. They could not be careless.

Pei Qian and Meng Chang experienced it without saying a word.

However, their moods were different.

The more Pei Qian played, the colder he felt.

VR games have already reached this level?

This was not scientific!

Slow Movement Studio had only been established for such a short period of time. How was that possible!

On the other hand, Meng Chang was completely immersed in shock and enjoyment.

Was this a VR game? It was too magical!

It could only be said that Meng Chang had not seen much of the world in the gaming industry. He had not used the VR glasses from overseas before. He had not experienced simple VR games either. It had a huge impact on him to experience VR equipment and games with such a high degree of completion the moment he got started.

Knowing the specific principles of VR was a completely different concept from using glasses to see the entire VR world.

When he first entered the game's demo, Meng Chang felt like a baby. He needed to turn his perspective to observe this completely unfamiliar world and learn to walk and interact with the world from the beginning.

Animal Island VR provided three movement modes: normal walking, teleportation, and vehicle movement.

In terms of movement efficiency, normal walking was the slowest, vehicle movement was slightly faster, and teleportation was the fastest.

The reason why it provided three different movement modes was mainly to meet the needs of different players.

Everyone's dizziness in VR was different. Some people could only teleport in VR. They would feel dizzy or even vomit after moving with the joystick for less than two minutes. Some people had stronger adaptability and could completely adapt after moving with the joystick for a few minutes.

Using the joystick to move was relatively the most immersive way. It allowed players to slowly observe the world around them. It would not make them feel out of place in the world like teleportation and constantly remind themselves that they were just a bystander.

On the other hand, moving the vehicle was a compromise.

When entering the game, players would automatically obtain a steam-powered balanced moped. They could use the trigger as the accelerator and brake controls.

On the surface, there was no obvious difference between vehicle movement and joystick movement, but that was not the case.

In VR games, the degree of dizziness caused by VR racing was far lower than the dizziness caused by joystick movement in first-person shooting games.

There were two main reasons.

First of all, when driving in the real world, the human body would not move. When driving in a VR game, the human body would also not move, so the game and reality would feel the same. However, when using the joystick to move, the game would move, and the human body would not move in real life. This would create a chaotic feeling in the brain, causing dizziness.

Second, there was a difference in the control method. The joystick movement could only be adjusted to three levels: stationary, slow walking, and fast running. The difference between these three movement speeds was very obvious.

The sudden change in speed between standing still and fast running would cause the human brain to be unable to adapt, causing dizziness.

On the other hand, the movement of a vehicle was different. Because it was controlled by the accelerator, the moment the accelerator was stepped on, the vehicle would start moving slowly. There was a gradual increase in speed, and the brain would slowly adapt to the process. According to the size of the accelerator, the human brain would also have an estimate of the speed increase in advance, which also helped to alleviate the dizziness.

In the game, these three movement methods were integrated. Players could freely choose without going into the settings interface.

Pushing the left joystick was a normal movement. Pressing the hammer button on the left joystick with the thumb would cause a parabola to appear towards the target location. Once released, the hammer button would automatically spring back, allowing the player to teleport to the target location.

Furthermore, a skill wheel would appear when the player pressed the reload button on the left joystick. Once the player released it, the player would summon the steam-powered balanced moped and stand on it automatically.

After that, the player could use the trigger on both joysticks as the brake and accelerator to move the steam-powered balanced moped forward. At the same time, the player could also use the left joystick to adjust the direction of the moped.

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