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Creating the flying mechanics

  • Writer: Will
    Will
  • Mar 14, 2018
  • 1 min read

Updated: Apr 14, 2018

This was a very hard task to get right and took alot of tweaking and testing. To start I had to figure out the logic behind the direction to move. As we were going for a kind of superman mechanic, both hand positions would have to be taken into consideration.


To start I took the average of both hand positions relative to the VR helmet. The idea behind this was the further away the players hands were, the faster they would go. We soon decided to move the point from the VR helmet, to a point just in front of your chest so you would be stationary in a relaxed default position.


We made it so you only fly when pressing the A button on the right controller to prevent unwanted movement. When flying, we decided to make it so you can go faster when holding any of the controller grips and extra fast when both and held. This allows experienced flyers to go faster and newer players to take it slow.


Turning became difficult as there was no sharp turn. We decided to make it so you can turn with the left analog stick around 40 degrees instead of a smooth turn to reduce motion sickness.


After the showcase, alot of people were stuck above a water orb and there was no easy way to descent straight so we added the ability to ascend and descent with the right analog stick.


After alot of tweaking we think we got the flying mechanics near perfect. It looks and feels very cool and immersive with a low risk of motion sickness.

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