Bullet Style 2.3.0 Update!
The 2.3.0 update is here with three new missions and two new weapons! With every mission I create in the Beta, I am learning more and more about what works and what doesn’t. I have been experimenting with player cover with the addition of the Worksite mission and Bodega especially makes use of this concept. Once of the issues I have found with creating Non-Euclidean environments in VR is that the levels must scale to the play space which makes incorporating cover difficult at times. Though I could likely come up with a different method, the current system scales entity, waypoint, and prop positions with the level to appropriately match everything to the play space that the player has available. I can scale relatively simple objects with the level so that they fit appropriately, but this restricts me to basic shapes as altering the scale of complex shapes just looks strange.
A technique that I attempted for the first time with Bodega was the usage of complex cover objects that are placed and oriented in such a way that they do not interfere with the space that is traversable by the player (essentially butting up to the boundary of the play space). This works well but brings about other issues such as having to design enemy movement around these large objects that may change in their position depending on the size of the players environment. I have also been messing around with more intricate environments not unlike what was seen in the Alpha Nightclub mission where the player started in a tight alleyway. This update brings some interesting surprises in each of the missions and I hope you enjoy!