Losing Money to Be a Tycoon

1125 Three Mobile Methods for VR Games

The most ridiculous thing was that the other three fingers had buttons!

These buttons were distributed on the handle of the gun. The horizontal was long and narrow, and the width was slightly wider than a finger. There was a depression that fit human engineering. It was just right to hold it.

The hand sensitivity of the key itself was relatively hard, and the speed of the key was not long. As there was a strap, it would not be triggered when he held it. It would only be triggered when the hand between the thumb and index finger pressed down.

Of course, there were other buttons such as the most basic Home and Return function keys. However, they were not that important in the game. They were not used in the game after all.

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

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

The middle finger, index finger, and ring finger might not be very flexible and would not normally arrange for special functional buttons to be on these three buttons, but even if these three buttons were not included, the controller, the malletable key near the joystick above, and the retreat magazine key next to the gun handle.

This controller was ridiculous!

Old Song nodded. "That's right, Boss Pei. The research and development budget is too high. We can only do more for the controller!"

"I was thinking that there would definitely not be too many buttons. The more buttons there are, the more interactive operations can be used in the game. There are already so many buttons. I don't mind adding a few more."

"In any case, these buttons can slowly develop and match the functions in the game."

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

Pei Qian: "…"

What did he mean by there was too much research and development budget and he could only make more articles on the controller?

You're blaming me for giving you more money?

Shenhua Corporation is also paying a lot of money. Why don't you blame them?

How ridiculous!

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

What's more, he did not expect to create a pair of spectacles that looked so perfect and functional!

Pei Qian had originally thought that given the current VR market state, even if he made a product that was better than the VR glasses in the market, it would at most be a semi-finished product. It would still be very far from becoming a truly popular product.

However, it seemed like he was wrong again…

He quietly put on his VR glasses.

Then, an extremely wide scene appeared in front of him.

Waves crashed against the beach, and the coastline of the island extended to both sides in front of them. They could see the forest on the island, and occasionally see small animals strolling in the forest looking behind them.

A translucent interface floated in front of him with various APP icons.

There were still some APPs even though there were very few VR resources at the moment. For example, some video software, current relatively simple VR games, and so on.

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

He had installed so much software obviously to test if these software could operate normally on VR glasses and how effective they were compared to other VR glasses.

Pei Qian hesitated. "This login interface…"

Lin Wan explained, "Oh, the login interface is all made with ready-made game resources because we're in a hurry."

"It's a scene map of 'Animal Island VR' by default. In addition, two other scenes have been prepared for players to change. One is the command ship space scene of 'Mission and Choice', and the other is the scene of 'Repent and be Saved' filled with spider lilies."

Pei Qian: "…"

What the f*ck did they make in a 'hurry'?!

You guys are quite good at playing. Instead of using the original scene in the game to create the login scene of the VR glasses, you might as well redo it!

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

There were a few commonly used system applications that were specially displayed amongst the group of APPs. One of them was the screen button.

The demo for "Animal Island VR" was calculated on the computer, and the wireless screen was in the VR glasses.

After clicking the button, an interface appeared. There were a few simple instructions on it. The computer and VR glasses had to be connected to the same internet environment or connected directly.

After connecting, he directly clicked on the game icon on the VR glasses. The computer would automatically run the game, and the glasses would enter the game graphics.

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

Seeing that Boss Pei and Meng Chang had already entered the game graphics, Lin Wan explained, "At the moment, Animal Island VR is still being developed. The DEMO this time is mainly to play some small games inside."

Game development was like painting and making movies. It was definitely not done in order from beginning to end.

Painting would start with a script. They would continue to be refined after the framework was fine. Filming movies would be based on the filming venue and the itinerary of the relevant personnel. It was possible to film the back, then the front, and finally edit them together.

It was the same for game development. Normally, they would first create a huge framework, then focus on some core gameplay and basic functions inside. Finally, they would organize everything from beginning to end and perfect all the details.

For the game 'Animal Island VR', the gameplay such as hunting, fishing, farming, and so on were obviously the core content. It needed to be developed and tested first. On the other hand, the opening animation, the transfer of locations at different stages of the plot, the NPC dialogue, and so on were not important. The priority of development had to be pushed back.

This demo mainly tested a few key games in the game: farming, hunting, fishing, mining, cutting trees, making props, and placing props.

These mini games might be simple and could be completed by moving a finger and pressing a button in ordinary games, but in VR games, players had to do hand gestures. It was much more complicated but the fun was also greatly increased.

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

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

However, both of them felt different.

The more Pei Qian played, the colder his heart became.

VR games could already achieve this level now?

That was impossible!

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

Meng Chang was completely immersed in shock and enjoyment.

Was this a VR game? It was too magical!

Meng Chang had not seen much of the world in the game industry. He had not used the VR glasses overseas nor had he experienced a simple VR game. There was a strong impact on him as he experienced VR equipment and games with such a high degree of completion.

Knowing the specific principle of VR was completely different from truly seeing the entire VR world with glasses.

When he first entered the demo of this game, Meng Chang felt like a baby who needed to turn around to observe this completely unfamiliar world. He had to learn how to walk from scratch and interact with the world.

"Animal Island VR" provided three mobile models: ordinary walking, jump teleportation, and vehicle movement.

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

The reason why they provided three different movement models was mainly to satisfy the needs of different players.

Motion sickness in VR games was different for everyone. Some people could only use teleportation in VR. They would faint or even puke after moving with the joystick for less than two minutes. Some people had stronger adaptability. They could completely adapt after moving with the joystick for a few minutes.

Moving with a joystick was relatively the most immersive method. It allowed players to slowly observe the surrounding world, instead of feeling out of place with the entire world like teleportation, constantly reminding themselves that they were just bystanders.

Vehicle movement was a compromise.

When entering the game, players would automatically obtain a steam technology balance car. They could use the trigger key as the accelerator and brake control.

On the surface, it looked like there was no obvious difference between moving the car and the joystick. However, it was actually different.

In VR games, the degree of dizziness in VR racing was far lower than the dizziness of moving a joystick in the first-person shooting game.

There were two main reasons.

First, the body of a person was not moving while driving in reality. The body of a person was also not moving while driving in VR games, so the game had the same feeling as reality. However, when moving with a joystick, the body in the game was moving, and the body in reality was not moving. This would make the brain feel chaotic and dizzy.

Second, there was a difference in the control method of the two. There were only three levels to adjust the movement of the joystick: stay still, slow, run. The difference between these three levels of movement speed was very obvious.

The difference in speed between standing on the spot and running would make it difficult for the brain to adapt and cause dizziness.

On the other hand, the movement of the car was different. Since it was controlled by the accelerator, the car would start slowly when stepping on the accelerator. There was a process of gradually increasing speed and letting the brain adapt slowly. The brain would also have an estimate of the increase in speed according to the size of the accelerator. This would also help to relieve the dizziness.

These three movement methods were integrated in the game. Players could choose freely without entering the settings interface.

The left joystick was a regular movement. When the thumb moved the hammer on the left joystick, a parabolic line would appear and point at the target location. Once it was released, the hammer key would automatically bounce back and could teleport to the target location.

In addition, a skill wheel would appear on the left-hand handle of the cartridge. Maintaining the state of holding it down and moving the left hand to the steam-balance cart to release it, the cart would be summoned and stand on it automatically.

After that, he could use the triggers of the two handles as brakes and accelerator to control the balance car's advance. At the same time, he could use the left joystick to adjust the direction of the balance car.

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