vvilliam29 Posted December 4, 2021 Share Posted December 4, 2021 This is just my wish list, hopefully it inspires people to find solutions to problems of their own. I hope I can make some of them. Physical Dodge + TUDM.Because sideways movement is difficult, I'd like to incorporate acceleration of the HMD to trigger TUDM's dodge in a direction. Ideally if I circle to my left in a boxing fashion I can still keep my opponent in front of me with no joystick input, just me moving my head and feet. Dynamic knockback vector for melee knockback power. Instead of a target always being launched away from me, it would be great to influence where my enemy gets knocked back. This could be controlled by where I'm looking ( headset orientation ) or by the direction of the melee attack ( controller direction ). Punching a target feels good but man would I love to launch someone straight up with an uppercut or a greatsword upswing. Juggling would be a thing. Andromeda shadowstep dash + weapon throw VR target acquisition. Currently, shadowstep requires aiming a reticle and is thus difficult to dash to NPCs at medium / far distance because of the smaller target. Weapon throw VR allows for an aim-assist of sorts ( high-level algorithm is simple to understand ). It would make dashing trivially easy. The other hope is that this will allow for dashing to airborne that are knocked away. I'd love to dash to a target that is 10 feet off the ground, slow time, and grab the ragdolling npc mid air and throw him back downward. It will also allow for melee characters an escape that is rewarding to use. Indicators for NPCs out of range. In third person you can see what's happening around you, so you can be aggressive. In first person it's difficult to have a mental map of where enemies are so I'm never fully confident that I should be attacking as I'm probably a second away from getting smashed by a warhammer behind me. While I doubt that Skyrim's engine could assign aggression according to location like God of War does, an indicator is better than nothing. Think of it like a side mirrors on your car. You know where the sedan is, the gigantic SUV is in the left lane, and it allows you to plan / make decisions because you have a mental map of the space around you. Sound fx on unarmed blocking from Dual Wield VR. I block with metal gauntlets, but they make no metal clanging sound. The sound fx folder doesn't have anything for unarmed blocking so perhaps the solution is to just create invisible gauntlets that are characterized as weapons in order to get sounds. It's nice to get audio confirmation that I'm blocking. It's a good feedback loop. I don't have so much time, but my background is in IT / programming so I think I'll have something to show for some of these if I keep at it long enough. Link to comment Share on other sites More sharing options...
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