[VR Design] Bullet Time and Headshake brainstorm

I’ve tried asking the following in a couple of game design centric forums without much luck. Hoping for some discussion here :slight_smile:

Thought I’d throw this out there to see what ideas people have on these two topics. They’re two areas I’ve put a lot of thought in but my thinking has gone stale…

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Bullet Time in VR

I’m making a Hotline Miami inspired game in VR. I’ve been playing with various Bullet Time mechanics to give the player a fighting chance. There’s only so much mobility I can give the player before I make a vomit simulator. I don’t want to make the mechanic overpowered as the game still has to be hard.

When I make it like Max Payne it looks amazing but the challenge is gone. Thoughts on Bullet Time VR? Perhaps there’s something else I can do to give the player a fighting chance? I’ve tried activating it by raising your hands like you’re under arrest but I face palmed myself while in the middle of some action…

It looks and feels amazing in VR but it overpowered.

Headshake in VR

For obvious reasons I can’t shake the camera in VR or jerk the player backewards. But I want gun fire to have an impact and mean something. I’ve been thinking of “shaking objects” and whooshy particle effects.

Would love to hear thoughts on balancing bullet time and creating “headshake” juice.

The speakers (world static meshes) shaking is something I’ve tried on impact for a split second but it’s hard to notice. (on loop here for show).