Ranged and melee fighting in VR
Creating interesting and engaging combat for VR can be a tricky task. Goblin rush includes fighting options for both melee and ranged fighting, in the form of a crossbow and a dagger. This has raised a need for balancing, as the crossbow is currently much more preferable for the player due to the decreased risk that comes with ranged fighting; this is a problem we are currently tackling.
Furthermore we discovered that there is a big need for feeling of interaction with the enemy when it comes to VR combat. From game testing we learned, that feedback such as sound, animations and haptic feedback when fighitng the enemy is key for a good player experience.
We are currently working on adding:
- Crossbow cooldown and UI
- Reaction animations from enemies
- Haptic feedback
- Crossbow sound effects
Experience the combat in Goblin Rush in our alpha demo, any and all feedback is appreciated - free download available
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Goblin Rush
Become an epic VR goblin slayer
Status | In development |
Author | Pixel Peanuts |
Genre | Action, Fighting |
Tags | 3D, Casual, Dungeon Crawler, Medieval, meele, Oculus Rift, ranged, Runner, Virtual Reality (VR) |
More posts
- VR Game Dev - The importance of color and lightMar 14, 2020
- Using props to create a lively enviromentMar 07, 2020
- Fully fledged score systemFeb 28, 2020
- Goblin Rush alpha releaseFeb 19, 2020
- TeleportationNov 05, 2019
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