![]() Hey there - awesome to hear back from a dev directly, and so quickly too! :)Īpologies for the "rambling" tone of my above post - I should remember to stay a bit more awake when I type! Anyway, great news to hear about the stepmania beatmaps coming, I look forward to seeing that! I'm planning on getting a pair of vive trackers sometime and love how you've added basically a kickboxing format to your gameplay - even better workouts! And different game modes that give you different experiences are something we definitely want to support (osu! has some that will work really well in VR, and I've had "precision mode" on our roadmap for far too long, which will be a more challenging version compared to our current default game mode). A setting like that may be a little tricky to get right (for the player).īut it's definitely a game mode to consider because I agree: It would be an interesting twist to the current gameplay. The way we have it now, you simply move forward or backwards until the distance is ideal for you - so that's fairly intuitive. ![]() One tricky thing about this is that we'd have to add a setting for you to tell the game which "perfect distance" is most comfortable for you. We could even use all the current timing hints we give you in that mode - but instead of the hits telling you where to stand, they would adapt to your location. Technically, what you suggest should not be too hard to add. I'm not sure if you have seen it - but you can switch all of those on and off in the settings (enter pause by pressing the menu button for about a second to enter those settings the "hints" are all under "Style"). ![]() That's how that "panel" came into existence as well as the "timing lasers" and the "timing circles". One of the biggest challenges we've been trying to solve, however, is giving players good hints of where the ideal depth is to catch the orbs. Regarding the depth scoring: That's definitely an interesting idea. We are even considering a mode where you can use feet trackers for more traditional Stepmania gameplay. We already have a parsing API for Stepmania ready one tricky thing about that is that there is quite a variety of different versions of the Stepmania file format. We're currently working hard on the new song browser (well, actually, I'm on vacation at the moment - but I was working on that before and will get back to work on that about August 15), and while I probably won't include StepMania support in the first release, one of the things the new song browser has is a more open approach to different beatmap formats (this is also in preparation of our own in-VR beatmap editor that obviously will have its own beatmap format specifically designed for VR / Holodance). I have good news for you regarding support of StepMania beatmaps: That is coming. I know, might be a bit more complex than that but in the ideal world being able to play stepmania songs in such a way would be pretty much my go-to game! :) What I feel would make an ideal mapping would be to add a range of depth - from bad to good (too early/late from a point of impact for when you reach forward and back from where the beat should be as an ideal), and to better match the position of the person instead of having a wall that you are basically standing near - in otherwords, "perfect" scores would be X inches away from the person themselves, maybe adjusting for each person by having them at arms length or what-not. Hey, I'm not sure if this has already been mentioned, but one thing I've been dying to see from pretty much any one of the audio/beat games is a 3D supported mapping of Stepmania songs - Audioshield has been fun but is limited because of the automatic beat "sensing" and what I've played of Holodance has felt a bit like being in VR standing in front of a wall/panel versus the beats actually coming at you.
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