"The two triggers symbolize closing the hands."įreeman adds that this was also a timing issue. "You look at where you want to go and then you pull the trigger," says art director Pascal Eggert. When we went to just gloves, we realized we could see everything and look around. “It was difficult to do full body IK and not have your arms blocking you. "Nature is an awesome thing and we wanted people to experience that and have that sense of being teleported to some place special,” he told Rock Paper Shotgun. Once the team realized that interacting with some ledges was a fun mechanic, they began experimenting with what the player could be climbing on, before pushing on to a full mountain climbing game.įreeman and his colleagues have previously talked about a need to eliminate creating full IK rigs for the player. I thought, yeah, that's something I could easily prototype." Not-so-hands-free designįreeman says that much of The Climb’s development and challenges spawned from figuring out how to have players move about in a virtual reality space, especially once they picked the challenge of having them climb a realistic mountaintop.ĭuring prototyping sessions, a Crytek level designer who was a mountain climber in his spare time built a whitebox with some verticality and scale. Senior level designer Mattias Otto, a climber, and describes the eureka moment in a dev diary: "What happens when i climb? I look at the wall, and i look where my next grip is. Nailing the feel and look of them was vitally important to the success of the game. When you're creating a VR game about hanging by your fingertips from a cliff face, the protagonist's hands are essentially the star of the show. Speaking to Gamasutra about The Climb’s development, Freeman explained how the team prototyped the game, some of the major hurdles in The Climb’s development. “There are all kinds of plusses and minuses to developing on a freshly baked hardware,” he says. “All the stuff we did create got rolled back into Cryengine, so anyone that uses that engine will get that benefit as well,” says Crytek executive director Elijah Freeman. The development team working on The Climb at Crytek needed to work hand-and-hand with the Cryengine development team, and several tweaks and upgrades were made to their engine to solve some of the new challenges of VR gameplay. The gameplay looks like it’ll be a combination of physics-based combat, puzzles, and some sandbox gameplay, with a bit of comedy thrown in for good measure.The game also gave the developers the chance to learn how virtual reality game production can work and play in Cryengine. Liberty to choose a 1:1 scale or to see the game as a tiny puppet world from a god’s view. Since the real player is much bigger than the character he controls, he can fully run, jump and climb with a much lower likelihood to induce motions sickness compared to the first person view.īut if you want to dive from third person into first person, you can do that too, even in the midst of combat.įully control the camera in real-time to choose the best angle to enjoy every moment of the game! You can manually rotate, snap and zoom the camera. Using state-of-the-art IK techniques, the head and hands positions are accurately reproducing the posture of the player but in 3rd person perspective. The player incarnates and controls a small character in front of him. Now the title has an early access release date of October 24th on Oculus (Rift) and Steam (Index, Vive, Rift) for $25.Īside from the physics-based gameplay, the game’s key concept is what the developer calls the ‘Incarnation System’, which allows you to embody the character even from third-person. We’ve looked on with piqued interest as Holoception developer Holonautic has posted intriguing GIFs here and there over the last few months showing a game which combines cartoonish physics-based action with seamless switching between first and third person VR perspectives. The rather unique looking HOLOCEPTION, which offers a seamless mix of first and third-person VR gameplay, is set to launch in Early Access on October 24th.
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