PUBLISHED GAME, UNREAL ENGINE, VIRTUAL REALITY
ROLES: PRIMARY DESIGNER, 3D ARTIST, ENVIRONMENTAL ARTIST, MANAGER/PRODUCER, BLUEPRINT PROGRAMMER… NEARLY EVERYTHING
SUPERPUNCH is a proof-of-concept VR brawler using a locomotion method I developed called “Punching locomotion.” It’s a small, 3 arena game that was created and submitted into the #MAKEITSUPERHOT modDB contest. It is currently awaiting the results of the contest.
Punching locomotion is a type of locomotion that I’ve been developing that allows for ground-based movement of the player, similar to sliding, but has extremely low to no motion sickness. When the player punches with a speed over a set threshold, they are moved a short distance. The science behind this being, when the player punches, it creates an impulse (or a momentary force) on their body. By definition, this impulse carries with it an acceleration. Using this created acceleration, the player is able to be moved over a short distance without motion sickness. Essentially, the acceleration tricks the players vestibular system into thinking that the punch caused enough force to move them. So, the movement created in the game is expected and does not create the side effects of motion sickness.
This locomotion system is still in development, as I’m trying to create a similar effect, but for Z (or up/down) motion. The plans for this, as a full game, do not include the SUPERHOT asthetic, that was only needed as part of the #MAKEITSUPERHOT contest regulations.
SUPERPUNCH was included in an article on UploadVR