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Steam News10 May 201610y ago

Thoughts on Freedom of Movement / No Teleport

This is a gamepad/seated VR game. Why is the game like this? Well, we started with DK2 a couple of years ago.

Full notes

Full Kumoon : Ballistic Physics Puzzle update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions1 change0 removals
  • Gameplay
changedThis is a gamepad/seated VR game. Why is the game like this? Well, we started with DK2 a couple of years ago. The game was almost finished at the point Vive started putting out their Devkits, and we have only acquired the Vive Pre quite recently. The game was designed for freedom of movement and gamepad control. The teleportation mechanic was simply not around when we were making the game. So long story short, this was our first VR game, we will continue adding some features and fixes within reason, but purely because it was designed for a completely different system than what Tracked Controls and Teleport assume, we get a lot of challenges of how we would handle some of the levels, which one simply cannot clear with a basic teleport mechanic. Coupled/decoupled head may be added. At the moment you can find your center by looking down at your belly. Bear with us, or get the refund, we respect that. I hope there are people who enjoy full traditional movement systems out there as well?

Kumoon : Ballistic Physics Puzzle changes

changedThis is a gamepad/seated VR game. Why is the game like this? Well, we started with DK2 a couple of years ago. The game was almost finished at the point Vive started putting out their Devkits, and we have only acquired the Vive Pre quite recently. The game was designed for freedom of movement and gamepad control. The teleportation mechanic was simply not around when we were making the game. So long story short, this was our first VR game, we will continue adding some features and fixes within reason, but purely because it was designed for a completely different system than what Tracked Controls and Teleport assume, we get a lot of challenges of how we would handle some of the levels, which one simply cannot clear with a basic teleport mechanic. Coupled/decoupled head may be added. At the moment you can find your center by looking down at your belly. Bear with us, or get the refund, we respect that. I hope there are people who enjoy full traditional movement systems out there as well?

This is a gamepad/seated VR game. Why is the game like this? Well, we started with DK2 a couple of years ago. The game was almost finished at the point Vive started putting out their Devkits, and we have only acquired the Vive Pre quite recently. The game was designed for freedom of movement and gamepad control. The teleportation mechanic was simply not around when we were making the game. So long story short, this was our first VR game, we will continue adding some features and fixes within reason, but purely because it was designed for a completely different system than what Tracked Controls and Teleport assume, we get a lot of challenges of how we would handle some of the levels, which one simply cannot clear with a basic teleport mechanic. Coupled/decoupled head may be added. At the moment you can find your center by looking down at your belly. Bear with us, or get the refund, we respect that. I hope there are people who enjoy full traditional movement systems out there as well?

Source

Steam News / 10 May 2016

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