*Video package has separate subtitle files. Use them if the subtitles are blocking your view. All videos with subtitles are included in this package.
1. Switching to VR Mode, and various VR Camera Modes
Editing Web Beat Map was the half of the job. Editing VR Camera is the rest of it. It’s a long hard task.
You can start from the Laser mode, the easy one. Or you can start from Twohand mode, because it may cause a lot of action fixes.
note) Setting up the VR camera is not always about adjusting the cameras. Sometimes you have to fix the actions to suit the gameplay in VR. Don’t get stuck by cameras, sometimes the answer is in the actions.
2. Laser Mode is Easy
Laser mode is almost the same as a Web Beat Map.
The default distance (0.6m) is for the two-handed mode. It’s just within the player’s arm’s reach, not suited for Laser Mode play. (it should be far away all time)
This video describes every aspect of Laser Mode.
Adjusting heights by the posture change will suffice for the Laser Mode.
3. Hand Tracking Mode
The special trait of hand tracking mode is the bongos, like this :
It’s blocking a considerable amount of the lower field of view. I’d say that the targets shouldn’t show inside the bongos.
Hand Tracking mode is slightly more difficult than Laser Mode, but it won’t be that difficult as two handed mode.
This video shows the aspects of Hand Tracking Mode :
As in the video, setting one height per one posture will be sufficient most of the time.
For a perfection, you may want to move up the position when targeting the girl’s upper body, move down when you’re targeting the girl’s lower body.
*dealing with quick hits in succession
As a default, the bongos show in a random place. It’s okay when it’s going slow. But it’s hell of confusing if the targets are showing up quickly.
This video shows how to deal with it:
If this is adjusted properly, it may even feel exhilarating to the player.
If you want to, you can adjust every action in the timeline like this. (that’d be a high quality edit job)
But I don’t see that’s necessary. If there are no quick hits, random is good enough. Also, random order gives a little more challenge to the player.
4. Twohand Mode
Twohand mode requires both distance and height adjustment.
You may also find that many actions (which were okay in Web,Laser,Hand) are inadequate to play in two handed mode. You get to fix many of the actions while editing twohand camera.
note) It may be better to adjust Twohand mode first because of this. Sometimes, actions changed for the twohand can break he gameflow in other VR modes.
This video describes the distance adjustment:
Height Management in Twohanded mode.
This is a simple concept, no video necessary.
If you mean the player to do squats while playing, you don’t have to consider this. But if you mean the beat map to be played seated, you’ll have to provide height adjustments.
For example, in a posture like this, play will be very uncomfortable to reach her butt.
Lowering the height fixes this.
My own beat maps are all made for seated play, because I hate to stand while gaming???? Gamers have different tastes, you can do as you want to.
I covered just the basics, try to play this in VR, all hell’s going to break loose ????
My estimate is that it takes 20-50 gametool to VR repetitions to get it right. The count depends on the difficulty of the map.
Overall, 8-10 hours’ work to create a medium difficulty beat map.
If any of you can master the VR beat map by yourself, I’ll buy your VR beat maps to post on the main page. (more detail on the previous page)
(for questions, comment on the previous page)