DarkAkuma wrote:I didn't really plan to add the jump at all. It's been my understanding that jumping in VR isn't very comfortable, and is maybe immersion breaking. I only enabled it to allow access to the vines leading to the Lost Woods, and to get out of the water when trying to go to the Deku Tree. I had to enable it and adjust up the "JumpForce" I believe 0.2 beyond what Oculus has set as default in their package, just to be able to jump high enough. I didn't adjust anything else, trusting Oculus has all the defaults set for a reason, for comfort and immersion. But I suppose I can look into adjusting things. perhaps the gravity should be adjusted to compensate for the increased jump force.
I honestly didn't stare at the Deku Tree much, or make any screenshots of it as a reference during my testing. Going off of just memory I thought his facial features were more defined by shadowing (I really didn't put much though into that, else I'd have realized that didn't make sense). I see now that you're right. I'll try to get that adjustment in for the next build.
And that's nice to hear that you feel it's a good first time user experience! It would make me VERY happy if this became the go-to demo for many users to experience first in the Rift! =)
DarkAkuma wrote:That sign you see in your last screenshot is what I consider one of the 5 hidden objects in the demo.
drash wrote:DarkAkuma wrote:That sign you see in your last screenshot is what I consider one of the 5 hidden objects in the demo.
I found two rupees! They look nice "in person" -- would have loved to pick them up and try to shove them into my wallet.
DarkAkuma wrote:The blue rupees (one behind Mido's hut, and one on top of the pillar you have to cross the 2 narrow bridges for) are not the other hidden objects.
DarkAkuma wrote:- Some more sounds. Like walking/jumping effects, music
- Access to the insides of the huts
- Physics for the water
- Boulder maze/sword area
- Night time
- Better jumping
- Better ladder script
- Link player model
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