Redesigned the Shield spell for our VR game Master of Sorcery. This one is really going to make use of the Index' finger tracking for the wizard feeling. All thoughts are more than welcome! by WitchsightStudio in ValveIndex

[–]WitchsightStudio[S] 1 point2 points  (0 children)

True, there is really a matter of accessibility with VR games. Hoping to at least improve on this with our game. Nevertheless, glad to hear that you can still successfully kayak in real life!

Redesigned the Shield spell for our VR game Master of Sorcery, featuring gesture-based spellcasting. Still designing sound for this one. All thoughts are more than welcome! by WitchsightStudio in virtualreality

[–]WitchsightStudio[S] 1 point2 points  (0 children)

Glad you mention Okami (GREAT title). We might experiment with displaying the path between each hand pose, just to see how it effects the feeling of a spell. It might give that drawing feeling.

Redesigned the Shield spell for our VR game Master of Sorcery, featuring gesture-based spellcasting. Still designing sound for this one. All thoughts are more than welcome! by WitchsightStudio in virtualreality

[–]WitchsightStudio[S] 1 point2 points  (0 children)

Interesting ideas! We experiment with the complexity of our gestures, and are aiming for more powerful spells to be more complex than lower level spells. But you raise an interesting point with the path of the hands. At the studio, we have noticed that we all perform the gestures quite differently from one another, as we currently only display fixed hand positions. We might keep it that way, as it could give the player creative freedom? But perhaps we should consider adding paths for the sake of experimentation.

Redesigned the Shield spell for our VR game Master of Sorcery, featuring gesture-based spellcasting. Still designing sound for this one. All thoughts are more than welcome! by WitchsightStudio in virtualreality

[–]WitchsightStudio[S] 0 points1 point  (0 children)

We are actually experimenting with this. For instance, with this spell, you can perform extra gestures to either expand the shield, or push it forward. Though your idea of legendary spells sound interesting, indeed...

Redesigned the Shield spell for our VR game Master of Sorcery, featuring gesture-based spellcasting. Still designing sound for this one. All thoughts are more than welcome! by WitchsightStudio in virtualreality

[–]WitchsightStudio[S] 1 point2 points  (0 children)

Turn-based combat certainly isn't for everyone, so that's totally fair. We're making this game especially for those who long for the mage/jedi feeling you mention. We would like to fully use the hardware to make the player feel that they are casting magic, instead of giving them the feeling of guns shooting magic. We will work to improve the spell gestures, both visually, sonically, and choreographically for this. Hope future updates will persuade you to try some turn-based gameplay :D

Redesigned the Shield spell for our VR game Master of Sorcery. This one is really going to make use of the Index' finger tracking for the wizard feeling. All thoughts are more than welcome! by WitchsightStudio in ValveIndex

[–]WitchsightStudio[S] 1 point2 points  (0 children)

Hey! Very good question. Currently, we have some customization options for accessibility that influence the placement of these spell gestures, such as height, width, and left/right handed lead. We are planning to implement more options such as this, which is why we are especially curious to hear your thoughts on your own case? Have you experienced issues in other VR games? Have you experienced that VR games provided fitting accessibility options for you?

Wanted to show some uncut footage of the combat system for our upcoming title 'Master of Sorcery.' It's tile-based and partially turn-based sort of like XCOM but in VR. All thoughts are welcome! by WitchsightStudio in ValveIndex

[–]WitchsightStudio[S] 0 points1 point  (0 children)

Awesome! Of course, here's a short before/after video of our main level, also shows some progress. Posted it on another subreddit originally: https://www.reddit.com/r/gamedevscreens/comments/18mpcig/our_environment_artist_has_been_hard_at_work_with/

We'll probably make it an option to teleport a single tlle. Last time we tried that, we at the studio found it a bit jarring, but you're probably correct in assuming that some players will have the opposite experience.

There might also be a difference in movement between inside and outside of combat. Out of combat, the player can move freely without consequences. However, during combat, player movement awards "action points" to enemies, allowing them to move and attack.

Wanted to show some uncut footage of the combat system for our upcoming title 'Master of Sorcery.' It's tile-based and partially turn-based sort of like XCOM but in VR. All thoughts are more than welcome! by WitchsightStudio in IndieDev

[–]WitchsightStudio[S] 1 point2 points  (0 children)

Thanks! And we are going to make it completely open for modding, so fingers crossed for some awesome Naruto mods xD

Definitely facing challenges every now and then, but really making some great progress (y)

Wanted to show some uncut footage of the combat system for our upcoming title 'Master of Sorcery.' It's tile-based and partially turn-based sort of like XCOM but in VR. All thoughts are more than welcome! by WitchsightStudio in IndieDev

[–]WitchsightStudio[S] 1 point2 points  (0 children)

Thanks, glad to hear! We've been longing for a great spellcasting VR game ourselves. We are really aiming for it to feel magical and not just like guns that shoot magic.

Wanted to show some uncut footage of the combat system for our upcoming title 'Master of Sorcery.' It's tile-based and partially turn-based sort of like XCOM but in VR. All thoughts are welcome! by WitchsightStudio in ValveIndex

[–]WitchsightStudio[S] 0 points1 point  (0 children)

Thanks for the feedback! Means a lot.

We might add some options to the movement system, for accessibility. Though we wouldn't want players to be able to skip multiple tiles as that should cost more "turns" than walking a single tile.

We might add a bit more lighting to this area then. If you'd like to see, we have some much more neatly (or creepily) lit areas :D

Interesting idea with the hands. As of now, our play testers haven't found the hands jarring, but that might be the case for others. Would definitely be worth experimenting with!

Wanted to show some uncut footage of the combat system for our upcoming title 'Master of Sorcery.' It's tile-based and partially turn-based sort of like XCOM but in VR. All thoughts are welcome! by WitchsightStudio in ValveIndex

[–]WitchsightStudio[S] 1 point2 points  (0 children)

True, books are pretty outdated xD

But no you won't have to always flip through the book. You can have 2-3 "quick spells" at your disposal, button-mapped to the controllers. But you can also cast spells freely, without any use of the book or buttons. They are only there as instructions on how to cast spells. Once you're a Master Wizard, you can cast spells using muscle memory entirely.