Grabbing things in VR feels like playing with
toys.
The GAP (grab and place) system is implemented
into the Oculus Rift project. Notch once said he
knows he is getting somewhere when he starts to
accidentally spend more time play-testing the
game than coding it, and that’s happened here.
Running around the test scene, finding the
objects, gathering them onto my portable shelf
(the most duh and awesome inventory system
ever), arranging them on the table, the floor,
or other shelves, and taking pictures, is fun.
I
Honestly felt like I was a little kid with a
bunch of toys in a play room, and it’s super
easy to bring items in close to examine and
rotate them, or to place them in the air. Now I
really want to add like little train tracks to
make scenes. You can already use the in-game
camera to take screenshots, as you can see here,
and the next step would be to figure out how to
make savegames. My friend who likes legos will
probly crap his pants when he gets to try it
out.
If it’s this fun to find and gather and arrange
these toys, just imagine when they can do
things, untethered by real physics or
engineering! Imagine having a toybox with little
lego men who have a day/night schedule and a job
system. you could send all the little dudes the
other end of the room and chase them and shoot
them, or have them chase or shoot you. The
movement system is already pretty robust, and
your “stealthiness” changes according to your
body stance and the amount of movement and noise
you make. There’s a flashlight, a camera, and a
functional paintball gun. These are all just
pieces, and taken together, it’s suddenly and
accidentally awesome.
#gamedev #Unity3d #Unity 5 #Playmaker #Blender
#Oculus Rift #Oculus #VR #SIP2 |
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