In the past few days I’ve been working on polishing the throw mechanic. Here some modification I’ve made to it:
- To summon the shuriken into the hand, hold grip button.
- After a short delay, the shuriken is fully summoned. The aim laser will appear and player can now aim at the target.
- To lock the target, hold the trigger button. The shuriken will start spinning in the hand.
- While both the grip and trigger button is being held down, swing the hand to throw/shoot the shuriken at the target.
I’ve also added SFX to the game, so there will be audio for shuriken summoning, spinning, throw, and hit.
Next, I added haptics to the game. Haptics is very important to a VR game, and it’s more immersive with it. Obviously there’s no way I can show the haptic in the video, so I’ve made a simple timeline to show how the haptic is implemented. As seen below, the grey part will be the haptics, the higher it is the higher the amplitude.
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When the shuriken is being summoned, there will be a subtle, constant vibration on the controller. When the summon is completed, there will be a short and strong vibration to indicate that.
When the shuriken is spinning in the hand, a series of pulse vibration is applied to the controller.