Chapter 1126 Three Movement Methods for VR Games

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

These buttons were distributed on the gun handle, horizontally very narrow, slightly wider than the fingers, with an ergonomic concave shape that fit perfectly in the hand.

The buttons themselves felt quite stiff with a short travel. Because of the wrist strap, they wouldn't be triggered by a loose grip; they would only activate when the tiger's mouth exerted force and the fingers pressed down.

Of course, other buttons, like the basic home and back function keys, were also present, but in relatively less important positions, since they were rarely used in the game.

Pei Qian couldn't help but sigh, "...So many buttons?!"

Compared to other common VR controllers, each controller had a full five extra buttons, adding up to ten more buttons for both controllers combined.

Although the middle finger, index finger, and ring finger were relatively inflexible and wouldn't normally have special functional buttons assigned to them, even without those three buttons, the controller still had a hammer key near the top joystick that could be flipped and a magazine release button next to the gun handle.

This controller was ridiculous!

Old Song nodded. "That's right, President Pei. We had too much R&D funding, so we could only make a big deal out of the controller!"

"I figured, you can never have too many buttons. The more buttons, the more interactive operations you can use in the game. Since we've already added so many buttons, we don't mind adding a few more."

"Anyway, we can slowly develop and adapt the functions corresponding to these buttons in the game."

Lin Wan chimed in, "Don't worry, President Pei, the functions for these buttons have already been arranged in the game."

Pei Qian was speechless.

What do you mean, "too much R&D funding," so you "can only" make a big deal out of the controller?

Is it my fault for giving you too much money?

Shenhua Group also gives a lot of money, why don't you blame them?

This is outrageous!

Pei Qian was well aware that he had given Chi Xing Studio a large sum of money to develop this VR headset. However, he still didn't have a clear idea of what kind of VR headset they could actually develop.

He hadn't expected that they would create a headset that looked so complete and had so many features!

Pei Qian had originally thought that, given the current state of the VR market, even if they made a product better than the VR headsets on the market, it would only be a semi-finished product at best, still a very long way from becoming a truly popular product.

But now it seemed that he was wrong again...

He silently put on the VR headset.

Then, an extremely open scene appeared before him.

In front of him, waves crashed against the beach, and the island's coastline stretched out on both sides. Looking behind him, he saw the island's forest, and occasionally he could see small animals wandering in the forest.

A semi-transparent interface floated in the sky in front of him, with icons for various apps.

Although there were very few VR resources currently, there were still some apps if you searched hard enough, such as some video software and relatively simple VR games.

What's more, the VR headset used the Aizhou system, and any Aizhou software could be displayed in the VR headset in a flat format, so it was easy to make up the numbers.

Installing so many software was clearly intended to test whether these software could run normally on the VR headset and how the effect compared to other VR headsets.

Pei Qian hesitated. "This login screen..."

Lin Wan explained, "Oh, because we were short on time, the login screens were all made with existing game resources."

"The default is a scene from *Animal Island VR*, and we've also prepared two other scene images for players to change: a command ship space scene from *Mission and Choice*, and a River of Three Crossings scene full of spider lilies from *Turn Back Ashore*."

Pei Qian was speechless.

What the hell do you mean, you didn't have time, so you just did it casually!

You guys are really good at playing around, directly using scenes from the original games to make the login scenes for the VR headset. It would have been better to remake them!

What would happen if the players of *Mission and Choice* and *Turn Back Ashore* found out?

Among the many apps, there were several commonly used system apps that were specially displayed, including a screen mirroring button.

The game demo of *Animal Island VR* was calculated on the computer and wirelessly mirrored to the VR headset.

Clicking the screen mirroring button automatically popped up an interface with a few simple prompts, requiring the computer and VR headset to be connected to the same network environment, or they could be connected directly with a cable.

After connecting, clicking the game icon on the VR headset would automatically run the game on the computer, and the headset would enter the game screen.

Similarly, others could also see the scene in the VR headset through the computer screen, but it would look a bit shaky. Of course, if you didn't want others to see it, you could turn it off in the screen mirroring settings, which would only display a black screen on the computer.

Seeing that President Pei and Meng Chang had both entered the game screen, Lin Wan explained, "Currently, *Animal Island VR* is still under development. This trial demo mainly focuses on some of the gameplay in the small games."

Game development is like painting or making a movie; it's definitely not done sequentially from beginning to end.

Painting starts with a line drawing, and after the general framework is okay, it is continuously refined. Filmmaking is based on the location and the schedules of the people involved, so the later scenes may be shot first and then the earlier scenes, and finally edited together.

Game development is the same. Generally, a large framework is created first, and then some core gameplay and basic functions are focused on. Finally, it is gone through from beginning to end to perfect all the details.

For the game *Animal Island VR*, gameplay such as hunting, fishing, planting, etc. are obviously the most core content and need to be developed and tested the earliest, while the opening animation, transitions between different story stages, npC dialogue, etc. are not so important and have a lower development priority.

This trial demo mainly tested several key small games in the game: planting, hunting, fishing, mining, chopping trees, crafting items, and placing items.

Although these small games are simple, they may only require moving fingers and pressing buttons in conventional games, but in VR games, players need to move their hands, which is much more complicated, but also greatly increases the fun.

The quality of these small games will directly determine the actual experience that this VR game brings to players, so they must be developed and optimized as early as possible and cannot be taken lightly.

Pei Qian and Meng Chang were both experiencing it in silence.

However, their moods were different.

The more Pei Qian played, the colder he felt.

VR games can already do this much?

This is not scientific at all!

Chi Xing Studio was only established such a short time ago, how is this possible!

Meng Chang was completely immersed in a state of shock and enjoyment.

Is this VR game? It's too magical!

It can only be said that in the field of games, Meng Chang really hasn't seen much of the world. He hasn't used those foreign VR headsets, and he hasn't experienced simple VR games. Experiencing such a complete VR device and game on his first try brought him a very strong shock.

Knowing the specific principles of VR and actually seeing the entire VR world with the headset are completely different concepts.

When Meng Chang first entered this game demo, he felt like an infant who needed to turn his head to observe this completely unfamiliar world, learning to walk and interact with the world from scratch.

*Animal Island VR* provides three movement modes: normal walking, teleportation jumping, and vehicle movement.

In terms of movement efficiency, normal walking is the slowest, vehicle movement is slightly faster, and teleportation jumping is the fastest.

The reason for providing three different movement modes is mainly to meet the needs of different players.

Everyone experiences VR sickness differently. Some people can only use teleportation in VR, and will get dizzy or even throw up if they use the joystick to move for more than two minutes, while others have a stronger ability to adapt, and can fully adapt after a few minutes of using the joystick to move.

Using the joystick to move is, relatively speaking, the most immersive way. It allows players to slowly observe the surrounding world, instead of feeling out of sync with the whole world like teleportation, constantly reminding themselves that they are just bystanders.

Vehicle movement is a compromise.

When entering the game, players will automatically receive a steampunk-style balancing vehicle, which can be controlled with the trigger keys as the accelerator and brake.

On the surface, vehicle movement does not seem to be significantly different from joystick movement, but in reality, it is not.

In VR games, the dizziness caused by VR racing is far less than the dizziness caused by using the joystick to move in first-person shooter games.

There are two main reasons for this.

First, in reality, when driving, the human body is stationary. When driving in a VR game, the human body is also stationary, so the feeling of the game is consistent with reality. However, when using the joystick to move, the character is moving in the game, but the human body is not moving in reality, which creates a sense of confusion in the brain, causing dizziness.

Second, the control methods are different. Joystick movement only has three gears that can be adjusted: standing still, walking slowly, and running fast. The difference between these three movement speeds is very obvious.

The sudden change in speed from standing still to running fast makes it difficult for the human brain to adapt, causing dizziness.

Vehicle movement is different because it is controlled by the accelerator, so the vehicle starts slowly when the accelerator is pressed, with a gradual acceleration process that allows the brain to slowly adapt. The brain will also have an estimate of the acceleration based on the size of the accelerator, which also helps to alleviate dizziness.

In the game, these three movement methods are integrated, and players can freely choose without entering the settings interface.

Pushing the left joystick is the conventional movement. Pulling the hammer key on the left joystick will cause a parabola to appear, pointing to the target location. Releasing the hammer key will automatically bounce back, and you can teleport to the target location.

In addition, holding down the magazine release key on the left controller will bring up a skill wheel. Hold it down and move the left hand to the steam balancing vehicle and release it to summon the balancing vehicle and automatically stand on it.

After that, you can use the trigger keys on both controllers as the brakes and accelerator to control the balancing vehicle to move forward, and you can also use the left joystick to adjust the direction of the balancing vehicle.