Analog Pull Locomotion, Download inside

Movement method where you move by first marking your destination point with an arc beam and once that is set, slide between your current/start location and the destination point by pulling on an imaginary line from the arc origin with the controller.
Want to try it out? Click the link below:

Any feedback is very welcome(!), especially from people who are more sensitive to sim sickness onset.

I like the whole mechanic idea but it could benefit from some extra predictions/calculations, for example when you tried to climb up that wall, you could do a ledge/surface scan and just teleport the player up there the first time (highlighting the edge or something). It could also benefit from prohibiting teleportation through blocking zones (like the camera blocking volume) or on steep angles.

P.S. Did you use houssein’s trajectory drawing algorithm?

Thanks for the feedback!
This is a super early test and currently I am mostly concerned with making sure there is very little to no sim sickness or adverse after effects after stopping playing. There is tons to do to actually polish it :slight_smile:

I just finished playing your current build and it feels far more comfortable than I thought it would be, no form of motion sickness altough I do a fair bit of VR work so maybe not the best candidate but I tried this first thing before my morning coffee :slight_smile: . As far as feedback I felt the length of where I could zap to seemed too short and the arc was at a very high angle restricting me from moving as far as I liked, maybe make the arc longer with less of an angle so it resembles more of a straight line with a slight bend. It was very fun to zap to the side of walls high up and shoot down on NPCs. I was thinking that maybe adding a subtle grid to the screen effect could help cleanup any motion sickness issues as this would create a static object for the brain to concentrate on similar to how VR cockpits work by having a static object that doesn’t move relative to the player, but this could be very subtle fading out towards the center of the vision much the same way your FOV trick works.

I’m curios would you mind shedding some light on how you achieved the FOV effect, is it a sphere mesh around the player or some type of post process effect??

Really liking your progress

The destination detection is very, very preliminary.
Yep, the vignette is done with a sphere and a custom material to accompany it. Post effects material might be cheaper though.

@Zarkopafilis The trajectory drawing is a very simple custom made fixed distance line trace algorithm following a parabola.

Testing old school FPS style locomotion with vection (only using artificial locomotion data) reduction.

(Very ad hoc)

Nicely done, will give it a go later in the day. Looks promising though. Any plans on sharing the setup in near future ?

Build of the sliding locomotion is online now, would really appreciate peoples thought on the comfort or lack there off or anything else that comes to mind

https://drive.google.com/open?id=0B9NzPNpoRbsyYVJKMzdIUlV1cWc

Hey AtsK,

I love the Pull Teleport mechanic!

The latest upload should be written off maybe for now, and I would explore and develop the pull locomotion, it felt awesome.

Also, not sure where the damage receiving capsule might be, but make sure it is attached to the HMD. I think it is statically in the center of the play area right now.

Funny enough, I experienced no motion sickness from the Pull, something about how the latest one was implemented didn’t feel right.

Warm regards,

Thank you for the feedback, much appreciated!