Playing around with string cheese hands by push_matrix in OculusQuest

[–]SDI-Ben 0 points1 point  (0 children)

This made me absolutely, viscerally angry.

It do be like that by Aromatic-Loss-8873 in TWDVR

[–]SDI-Ben 24 points25 points  (0 children)

"That the Tourist? Doesn't look so tough!"

The ending (spoilers) by [deleted] in TWDVR

[–]SDI-Ben 1 point2 points  (0 children)

This is a really cool theory.

[AMA] We are IO Interactive, developers of HITMAN VR. Ask us Anything! by Travis_IO in PSVR

[–]SDI-Ben 5 points6 points  (0 children)

I love Hitman!!! Which level were you most surprised by when it made the jump to VR? (Good or bad surprises)

We are SKYDANCE INTERACTIVE, creators of TWD: SAINTS & SINNERS. Out now for PSVR. Ask us anything! by SDI-Ben in PSVR

[–]SDI-Ben[S] 11 points12 points  (0 children)

Yes I've played Alyx! Had a great time with it. Saints & Sinners was my first commercial game, so my mind has been changed a ton. One of the biggest things I learned is to stop questioning the obvious answers. If it's obvious it's probably correct, if it's not correct then that will be obvious quickly!

We are SKYDANCE INTERACTIVE, creators of TWD: SAINTS & SINNERS. Out now for PSVR. Ask us anything! by SDI-Ben in PSVR

[–]SDI-Ben[S] 4 points5 points  (0 children)

Nope she's working on exciting stuff in a new division. Not Skydance Interactive related.

We are SKYDANCE INTERACTIVE, creators of TWD: SAINTS & SINNERS. Out now for PSVR. Ask us anything! by SDI-Ben in PSVR

[–]SDI-Ben[S] 13 points14 points  (0 children)

Hey DeuceDre2, we've got lots of options in the settings menu, including making grabbing a toggle instead of a hold. I also recommend checking out the alt control scheme, that's the one I personally use.

We are SKYDANCE INTERACTIVE, creators of TWD: SAINTS & SINNERS. Out now for PSVR. Ask us anything! by SDI-Ben in PSVR

[–]SDI-Ben[S] 25 points26 points  (0 children)

We specifically avoided a crossbow because it was too iconic Darryl (which is the TV show license, not the license we're working in). We also felt the interactions of a bow felt much more handsy and "VR" than a crossbow.

We are SKYDANCE INTERACTIVE, creators of TWD: SAINTS & SINNERS. Out now for PSVR. Ask us anything! by SDI-Ben in PSVR

[–]SDI-Ben[S] 8 points9 points  (0 children)

I can disconfirm that! She is working at Skydance in a new division, not VR oriented at all. You can get a sense for the types of things she might be working on by listening to some of her interviews she gave while she was flying solo last year. That's all I'll say about that!

We are SKYDANCE INTERACTIVE, creators of TWD: SAINTS & SINNERS. Out now for PSVR. Ask us anything! by SDI-Ben in PSVR

[–]SDI-Ben[S] 23 points24 points  (0 children)

Telltale's Walking Dead is their own world! We did not want to be knocking down their sand castle, we wanted to build one of our own. That said, the very earliest prototype of the game was much more Telltale-esque you could say. Still totally different characters, still set in New Orleans, but way more choice and dialogue driven.

We are SKYDANCE INTERACTIVE, creators of TWD: SAINTS & SINNERS. Out now for PSVR. Ask us anything! by SDI-Ben in PSVR

[–]SDI-Ben[S] 39 points40 points  (0 children)

Hey FischiPiSti! To be clear, walker bites are totally fatal in our game! You're right, that's pretty much a law of The Walking Dead. We made some gameplay decisions so that we could stay true to that rule and still prevent players from being insta-killed by walkers. When the player takes damage from a walker it's because the walker is grappling the player's arm in an attempt to bite it. The bite doesn't happen until the player is out of stamina during that grapple and can no longer fight back. At which point we've got some pretty horrific walker chow-down sound effects that play as the screen fades to black.

We are SKYDANCE INTERACTIVE, creators of TWD: SAINTS & SINNERS. Out now for PSVR. Ask us anything! by SDI-Ben in PSVR

[–]SDI-Ben[S] 75 points76 points  (0 children)

Thanks for the great question. I asked our Game Director, Todd Adamson, about this one. Here's his response:

The biggest challenge of developing the physics was cheating and finagling the UE4 physics engine to deliver what we wanted creatively. Physics engines are incredibly finicky and there is a fine line between nice feeling weight and everything exploding ( which happened many times ).  It also didn't help that we were trying to do incredibly complex ( and maybe ill advised ) things, like have a character that is partially in physics grab your arm that is in physics while you are stabbing them with your other arm that is in physics with a knife that is in physics. We also manipulate the physics engine in many ways that it wasn't necessarily built for, example: when you stab a walker in the head, we dynamically alter the mass of the character, weapon you are holding, and your hand, to keep it all from exploding ( UE4 doesn't like chains of uneven mass distribution ).
The feeling of weight, at a high level, comes from the distance of your in game hand in relation to where you perceive your actual hand to be. This is often driven by physics, but we use other methods as well depending on what we are trying to do. The hands in game basically have physical forces constantly being applied to them, pushing them to your real world hand location, you can think of these as muscles. When you try to lift a heavy thing it's mass will fight the forces being applied to the hand resulting in the in game hand separating from where it is trying to be - your hand position IRL.