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Suggestions on camera, targetting and view bobbing #181

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GeekyGami opened this issue Apr 19, 2018 · 0 comments
Closed

Suggestions on camera, targetting and view bobbing #181

GeekyGami opened this issue Apr 19, 2018 · 0 comments

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@GeekyGami
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Hi.
I'm not sure if this is still being worked on, but I thought I would give feedback on the latest version.

So, to start with, I'm using an Oculus, playing seated, with mouse and keyboard.

I've noticed a few things that were peculiar, considering other games featuring keyboard and mouse, and Doom on a 2D monitor.

So, first thing's first: Camera.
I think aiming with the head, as it currently is, is not the most useful method of aiming in VR.

I've played a game called OverLoad (Basically Descent in VR.)
In this game, you're in a ship, right. The ship has a targetting reticle in the middle of its front window.

It does not follow your head, but the front of the ship. This works nicely, because when the ship turns to look elsewhere, your head follows the ship. What this lets you do, is shooting one way, while looking another way. Really powerful stuff.

So, my suggestion would be an option to decouple the aiming from head look.
As in, if you move your mouse left or right, it rotates your view, without your head moving, but when you move your head, the reticle stays where your mouse placed it last.

Looking up and down being decoupled from reticle would also be useful, as some people like me have a tendency to lower their heads and look higher in the headset, thus, the reticle is too low to shoot.


Okay, second suggestion;
Having an option to turn view bobbing back on,
and an option to couple and decouple view bobbing from aiming.
This is merely for those who aren't bothered by view bobbing generally.

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