All these things said; Given this is a pretty big studio, and not a solo developer free to type away in pursuit of their latest whim in their bedroom, I suspect there is probably more that goes into the work than what is apparent at first glance, beginning with a multidisciplinary meeting to choose the scope of the implementation*, determine exactly what needs to be done, down to the particulars, how it will exist alongside the current viewmode, and whether it will affect the game as it stands in any other way, as well as what future support debt it may incur... and then assign tasks accordingly.
Well worth the investment, in my opinion, even just to come across as a studio at the forefront, and maintain the competence, but that's my rather biased self. :7
* (E.g. Even if you opt for just the game exactly as-is, but with a stereo camera pair; Do you model a special version of the suit helmets to look out from within, and attach HUD "panels" to them, or do you just let the cameras float free? -Could there be any problems with just using the third person animations and full bodies without tweaks? (-Do you choose to skip the body entirely, and attach the screen-first-person chest-gun to the VR player's chin? -maybe turn arms/weapons off too, and keep only the reticle overlay (...which would preferrably need to be raycast to match stereo separation with the target)?) -What do we make avatar turning/translation/animation behaviour when player headlook moves past animation constraints? (Just let the developers loose to experiment and see what works, say I, but again, that's just me... :7))
Well worth the investment, in my opinion, even just to come across as a studio at the forefront, and maintain the competence, but that's my rather biased self. :7
* (E.g. Even if you opt for just the game exactly as-is, but with a stereo camera pair; Do you model a special version of the suit helmets to look out from within, and attach HUD "panels" to them, or do you just let the cameras float free? -Could there be any problems with just using the third person animations and full bodies without tweaks? (-Do you choose to skip the body entirely, and attach the screen-first-person chest-gun to the VR player's chin? -maybe turn arms/weapons off too, and keep only the reticle overlay (...which would preferrably need to be raycast to match stereo separation with the target)?) -What do we make avatar turning/translation/animation behaviour when player headlook moves past animation constraints? (Just let the developers loose to experiment and see what works, say I, but again, that's just me... :7))
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