Hi guys, I'm Patrichor, a designer for Gravity Royale VR. Today, I want to share some ideas on how we design firearms. Let's start with the external design of our guns.
Full notes
Full Z-Grav: Clash update
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What changed
0 fixes1 addition4 changes0 removals
Performance
Gameplay
Balance
changedVisually, we aim to provide players with a fresh visual experience while maximizing usability in VR interactions. With this goal in mind, we have designed futuristic-looking weapons while retaining the interactive structure of modern firearms. We want to give players a sense of novelty while ensuring that the way they handle the guns in the game aligns with their expectations. Additionally, the most notable feature of Gravity Royale's firearms is their ability to transform. This transformation goes beyond changes in appearance; it also affects numerical attributes. For example, when dual-wielding the YF-30, you will notice the barrel shroud contracting and extending, resulting in more stability and accuracy during shooting.
changedNow, I will discuss how we tightly integrate guns with gameplay.
changedFirstly, we design a diverse range of firearm types. In Gravity Royale, players can choose from various weapon types, including handguns, rifles, submachine guns, sniper rifles, shotguns, machine guns, and more. Each weapon is carefully designed with unique characteristics regarding damage and handling. Whether you prefer agile close-quarters combat or long-range sniping, Gravity Royale can cater to your needs.
addedSecondly, we offer a wide range of attachments for firearms in the game. In Gravity Royale, we have introduced an accessory upgrade system to provide players with flexible options for different game scenarios. Throughout the game, you will come across various types of attachments such as scopes, grips, laser pointers, etc. These attachments provide different enhancements to your weapons. You can equip or swap attachments on your guns during gameplay, giving you the upper hand in combat.
changedIn VR, reloading is a crucial action to maintain continuous firepower during combat. However, automatic reloading breaks immersion in VR. But fumbling for a magazine in front of your chest can hinder the gaming experience. To address these issues, we have designed a compromise of both solutions. We have placed a magazine retrieval area around the player's waist, allowing them to retrieve the magazine from their currently equipped firearm when they need to reload. The position and size of this area have been precisely measured and adjusted to ensure players can easily locate it and perform quick magazine changes during combat. Once the magazine is retrieved, players can insert it into the firearm and chamber a round to continue shooting. This design not only maintains VR immersion but also allows players to operate their weapons more smoothly during combat, resulting in a better gaming experience.
Z-Grav: Clash changes
changedVisually, we aim to provide players with a fresh visual experience while maximizing usability in VR interactions. With this goal in mind, we have designed futuristic-looking weapons while retaining the interactive structure of modern firearms. We want to give players a sense of novelty while ensuring that the way they handle the guns in the game aligns with their expectations. Additionally, the most notable feature of Gravity Royale's firearms is their ability to transform. This transformation goes beyond changes in appearance; it also affects numerical attributes. For example, when dual-wielding the YF-30, you will notice the barrel shroud contracting and extending, resulting in more stability and accuracy during shooting.
changedNow, I will discuss how we tightly integrate guns with gameplay.
changedFirstly, we design a diverse range of firearm types. In Gravity Royale, players can choose from various weapon types, including handguns, rifles, submachine guns, sniper rifles, shotguns, machine guns, and more. Each weapon is carefully designed with unique characteristics regarding damage and handling. Whether you prefer agile close-quarters combat or long-range sniping, Gravity Royale can cater to your needs.
addedSecondly, we offer a wide range of attachments for firearms in the game. In Gravity Royale, we have introduced an accessory upgrade system to provide players with flexible options for different game scenarios. Throughout the game, you will come across various types of attachments such as scopes, grips, laser pointers, etc. These attachments provide different enhancements to your weapons. You can equip or swap attachments on your guns during gameplay, giving you the upper hand in combat.
changedIn VR, reloading is a crucial action to maintain continuous firepower during combat. However, automatic reloading breaks immersion in VR. But fumbling for a magazine in front of your chest can hinder the gaming experience. To address these issues, we have designed a compromise of both solutions. We have placed a magazine retrieval area around the player's waist, allowing them to retrieve the magazine from their currently equipped firearm when they need to reload. The position and size of this area have been precisely measured and adjusted to ensure players can easily locate it and perform quick magazine changes during combat. Once the magazine is retrieved, players can insert it into the firearm and chamber a round to continue shooting. This design not only maintains VR immersion but also allows players to operate their weapons more smoothly during combat, resulting in a better gaming experience.
Hi guys, I'm Patrichor, a designer for Gravity Royale VR. Today, I want to share some ideas on how we design firearms.
Let's start with the external design of our guns.
Visually, we aim to provide players with a fresh visual experience while maximizing usability in VR interactions. With this goal in mind, we have designed futuristic-looking weapons while retaining the interactive structure of modern firearms. We want to give players a sense of novelty while ensuring that the way they handle the guns in the game aligns with their expectations. Additionally, the most notable feature of Gravity Royale's firearms is their ability to transform. This transformation goes beyond changes in appearance; it also affects numerical attributes. For example, when dual-wielding the YF-30, you will notice the barrel shroud contracting and extending, resulting in more stability and accuracy during shooting.
Furthermore, we pay attention to the details of the guns' appearance. In VR games, I often enjoy observing the items I'm holding in my hands, and feeling their realism. I believe players in our game will do the same. Every detail on firearms is meticulously designed and polished to ensure perfect representation from any angle and distance.
Now, I will discuss how we tightly integrate guns with gameplay.
Firstly, we design a diverse range of firearm types. In Gravity Royale, players can choose from various weapon types, including handguns, rifles, submachine guns, sniper rifles, shotguns, machine guns, and more. Each weapon is carefully designed with unique characteristics regarding damage and handling. Whether you prefer agile close-quarters combat or long-range sniping, Gravity Royale can cater to your needs.
Secondly, we offer a wide range of attachments for firearms in the game. In Gravity Royale, we have introduced an accessory upgrade system to provide players with flexible options for different game scenarios. Throughout the game, you will come across various types of attachments such as scopes, grips, laser pointers, etc. These attachments provide different enhancements to your weapons. You can equip or swap attachments on your guns during gameplay, giving you the upper hand in combat.
And now about the interaction design of firearms.
In VR, reloading is a crucial action to maintain continuous firepower during combat. However, automatic reloading breaks immersion in VR. But fumbling for a magazine in front of your chest can hinder the gaming experience. To address these issues, we have designed a compromise of both solutions. We have placed a magazine retrieval area around the player's waist, allowing them to retrieve the magazine from their currently equipped firearm when they need to reload. The position and size of this area have been precisely measured and adjusted to ensure players can easily locate it and perform quick magazine changes during combat. Once the magazine is retrieved, players can insert it into the firearm and chamber a round to continue shooting. This design not only maintains VR immersion but also allows players to operate their weapons more smoothly during combat, resulting in a better gaming experience.
Additionally, aiming is an involved and challenging task. When designing holographic sights, we aim to provide a solution that preserves the experience of raising the gun in VR while optimizing the aiming experience afterward. Our holographic sights have two notable advantages. Firstly, they have a large size, allowing players to easily see and aim through them without worrying about obstruction or difficulty in identifying the reticle. Secondly, they have highly reliable reticles, enabling players to aim at any enemy and engage in shooting effortlessly.
In conclusion, we are continually improving our physics simulation system to provide a more immersive and realistic VR interaction experience. We are focusing on better simulating various interactive scenarios, allowing players to interact more naturally with the virtual environment, teammates, and enemies, and providing a more authentic feel and feedback.