MetroidVR
This is a prototype trying to replicate Metroid Prime in a VR RoomScale experience.
Game Mechanics ---
Movement Jetboosters There are a lot of ways of moving the roomscale through a 3D game environment; Here are some that I will be testing going forward
Camera Steering -
Duck down into a trigger collider that is below the player's head while touching the circle pad to start going. Then, you can drift by moving you finger left or right on the pad.
Pros
So far this seems to make people less motion sick since you are moving you whole body to move in the game space
Cons:
Since this is an action game you couldn't strife as easily
Point Steering -
Using your free hand you can be able to point a direction you want to go.
Pros:
More flexiblity with movement
Cons:
Feel a bit sick when moving backwards
Circle Pad Steering -
Takes the input from the D-Pad and applys the movement based on the camera's forward direction
Pros:
Extra control over the movement
Cons:
The most nause inducing movement yet
Jetpack Steering -
This method will be used by holding a button down and leaning in a direction to determine when you are going.
To be tested
Roomscale would have a collider on it so they cant dash out of the play area. Fire a ray with the direction they are moving in order to detect if they need to slow down.
Jump shoes
Need to figure out
Gameplay Progress through a 3D randomly generated layout in order to fight enemies and make it out. This game would have rogue like elements like no progression between attempts and RNG on the items you collect along the way.
Combat Charge cannon which you can pull the trigger and charge your shot
Can switch weapon type by using fingertip button to cycle through options; Either single direction way or by click and hold then twisting your arm left or right to select new weapon type.
Different weapons could be elemental that affect different enimes in different way; Or weapon types so say like Charge shot or missles
Collision Have a point at he base of the feet child a collider to that and make the parent always face the headset location. Then when the player moves in room scale "drag" the collider parent.