I borrrowed the Oculus from work again this weekend and put just a few hours in… This time I experimented with setting up targets and creating a mechanic where the player can move slowly to new locations by pointing and right-clicking. Overall it seemed like a worthwhile experiment… Actually the motion was some of the best part. I think perhaps just a constantly orbiting viewpoint could work all right, with maybe a few choices as to where to move next.
The goal is to create motion and control that won’t make my wife sick… Have yet to put her in it, but it might just work.
My company (Hidden Path) was kind enough to let me borrow one of their Oculus Rift DK2s over the weekend to do some experimentation.
I got it working in Unity pretty quickly, and proceeded to experiment with a stationary camera position with a mouse-aim cursor. After a couple of experiments, I ended up with a model where the cursor points at a single point in 3D space, manipulated by the mouse. If the player’s view moves away from the cursor, the cursor gets “dragged” with it. It felt pretty good and snappy in the end.
I also did a simple dumb character using WASD controls, with motion relative to the viewer (ala Mario). That part was easy and I can see the appeal (although with my test sprite character it’s a bit lacking of course). It was fun to mess around with!