You realize a lot of problems with first-person actions in games in not having the game world be able to adhere to our sense of balance and physical awareness. Vision is only part of it. The 3D mode in SSF4 3DS wasn’t even going for a true first person experience, so I wouldn’t cite that as an issue. Anyway…
So the 3D is good. That’s nice. But how does this help make a fighting game? What is the application?
The reason footsies and spacing function in 2D is because you can perceive your opponent on the X and Y axis. From the first person, this normally fails, as you cannot perceive the X axis properly. With the Rift’s stereoscopy, you now have a means to do so. It’s the one major missing component of a 1st person melee system worth any salt. The added FOV and headtracking means keeping a bead on an opponent moving in 3D space will be a seamless and effortless.
It’s currently unexplored territory. Getting the fundamentals figured out will help develop future VR games with a melee component. If the Rift takes off, do you really want every 1st person game on the planet to refuse to step beyond simplistic systems like Skyrim? Shit’s garbage. I won’t stand for it when there’s so much potential for more. Zenoclash 2 is starting to get a bead on first-person melee combat, but the FOV is tiny, there’s still the problem of no depth perception. I’m not even sure if they’ve implemented PvP components, but it looks like they might have a go.
I guess I made this thread to farm for potential ideas to implement, or if there’s avenues of inspiration or systems that would work really well in this environment that I’m not aware of yet. I don’t mind bringing people up to speed on the Rift, though. The thing is kind of paradigm shifting, as the headset is relatively cheap and the software backing is the most any VR headset has had. This is pretty sweet considering they haven’t even reached consumer-grade mass production yet.
Okay… So… you’re trying to recreate 2D fighting conventions from a first person perspective? Was this something you felt was ‘missing’ in the grand scheme of things?
Well actually there’s a lot of first person games with valiant attempts at melee. That wasn’t a big problem. What you want is specifically a fighting game that adheres to traditional conventions in a first person viewpoint. I ask why do that? Why not create brand new systems in which a strictly melee based first person fighter could work? Not only are you limiting yourself, you’re blending possibly diametric concepts.
Well I don’t think this thing is a ‘next step’ so much as a novelty. Immersion is overrated, imo. I would like to see a melee focused VR game, though. I imagine it would be something akin to Fight Night or Bushido Blade, as immersion tends to offer itself to realistic surroundings and situations. Also consider one of the traits of fighting games is seeing the characters in third person do wild and crazy stuff. That is lost in a VR game.
What ideas do you have for a game. I put a DVD in the tray. I pressed Start - What am I doing?
Footsies aren’t really a 2D exclusive thing. You have similar gameplay in 3D Namco engines such as Tekken and Soul Calibur.
I guess I like the thought of implementing traditional conventions like footsies, frame advantage, whiff punishing and oki into a first-person fighter.
I think with proper animation and aesthetics, a first-person beatdown can be very satisfying.
I kind of envisioned an engine closer to Soul Calibur as a base than anything else. The game is slow, and characters are very pared down compared to Tekken. The thing is, I don’t like the thought of dealing with crouching in first person, but that futzes with the Namco model a lot. Juking up and down seems nauseating.
You’d have 8 Way or Analog Movement, Dashes, Standard ABKG layout, High/Low Crush Attacks, Guard, Throws, Throw Tech, Roll/Ukemi System, Standard Hitstun/Blockstun Frame Advantage…
You could offset having to react to obscured animations by juicing up the hitstop effects by oomphloads.
Why is there a free look option at all. The moment that happens, it might as well not be a fighting game, but a first person game that happens to involve melee combat.
That’s fine too, I suppose. If the fundamental systems are there, it should still satisfy those FG feels, regardless. I don’t mind having it fall into a subgenre, so long as I can distill some of that sweet, competitive FG goo.
If there is a lock on system, for example, one that requires you to get the opponent inside a specific field of view to turn your character to face your enemy, it would enable sneaking in from blindspots.
Either way, free look is a native facet of the engine, but it would allow you to do some neat things. Maybe a Left/Right/Up/Down blocking system based on view… but that sounds kind of a messy when paired with a lock-on system.
I lost interest… if it’s a first person fighter i rather play kinect,lol just kidding.
I researched i little about the oculus and it’s plagued with problems when porting games you can’t even implement a hud in the game properly and the latency issues are far behind of what considered acceptable, so you probably going to get sick fast when playing a fast paced game like a fighting game because they screen can’t follow you.