Devlog #2 - Let's talk about scaling in VR

Vestiges: Fallen Tribes

As head of your clan, face your opponents in strategic PvP battles. Build and improve your deck of cards, make the right tactical choices, and place your soldiers on the battlefield so that they destroy the enemy. Can you lead your people to victory?

[h3]Our Closed Beta has been available for about 3 weeks now (unlock your access here) and it is part of a critical milestone in the development of Vestiges: Fallen Tribes. It allows us to gather feedback from our dedicated community: YOU. You help us identify and address potential issues, refine gameplay mechanics, and ultimately fine-tune the gaming experience before it reaches a wider audience. One of the elements we’ve been working on lately is optimizing scaling and VR mechanisms.[/h3] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fbit.ly%2Fjoin_vestiges][img]{STEAM_CLAN_IMAGE}/44716226/4572454280363226ae775619c4309daf555d07e8.gif[/img][/url] Before anything, it is important to understand the difference between [b]zooming [/b]and [b]scaling[/b]: [list][*] [b]Zooming [/b]in VR typically refers to adjusting the field of view or focal point, bringing specific details closer to the user's viewpoint. [*] [b]Scaling [/b]in VR involves adjusting the size of objects, environments, or characters within the virtual space. It changes the overall dimensions, making elements appear larger or smaller relative to the user.[/list] The significance of scaling in VR cannot be overstated, as it forms the bedrock of a truly immersive and believable experience. It goes beyond mere aesthetics, becoming a crucial element for users to perceive depth, distance, and proportion authentically. The ability to move inside the game and change your own scale allows the player to literally “fit” in their own army. [i]“A well-executed scaling mechanism ensures that objects, environments, and characters in the virtual space mimic their real-world counterparts convincingly”[/i], Lohan Blanc UX Developer explains. Since developing a strategy card game/autobattler in VR is quite new to us, we have to try different ways to make the game immersive and UX friendly at the same time. [i]“Now scaling allows the players to actually sit inside the ballista and see what the unit sees”[/i], Guilhem Hounieu UI/UX designer adds. Game designer Pierre Heinisch already explained [url=https://store.steampowered.com/news/app/2511780/view/4056123436161325339?l=english]here[/url] that he was really inspired by Warhammer miniatures when creating Vestiges: Fallen Tribes and the collection and customization aspect of it and wanted to bring this feeling of collection to Vestiges. Scaling will definitely amplify this feeling. [b]Optimized Grab and drop[/b] [img]{STEAM_CLAN_IMAGE}/44716226/b7491548d4d90ad5cbac45907488e8907d98cfaa.gif[/img] [i]Before: you had to pick the card with your hand and drop it in the exact position you wanted it to be. That implied you had to move around the battlefield and get closer (at arms’ range) of the chosen position so it could be well placed. [/i] [i]“Although it was very immersive because it allowed you to physically pick up the card and manipulate it, this method was not very intuitive since it required you to make adjustments and plan your movements accordingly”[/i], Guilhem adds. [img]{STEAM_CLAN_IMAGE}/44716226/c549add24ea1cfa4f0893bfb403b1e8e1d3b2ea9.gif[/img] [i]After: you will have a laser pointing on the element you want to select and can now point in the area you want to put your unit without having to get closer to it.[/i] It may seem like a very small detail but it makes a big difference when you’re playing in VR. This not only emphasizes the sense of presence but also contributes significantly to the user's spatial awareness, a vital aspect for effective interaction and engagement. Less transportation also helps prevent motion sickness. [b]New hands incoming ![/b] One of the things that is going to enhance the overall immersive experience is the representation of the player’s arms and hands. Our first draft was very simple and neutral. We mostly did not know much about the player’s persona, but after a few brainstorming sessions our Concept Artist, Suzanne Rault came up with various idea representing the player’s arms. [img]{STEAM_CLAN_IMAGE}/44716226/afc849a5b7cd3a5b95bfcba97bb7a9d87469c6d7.jpg[/img] This representation not only adds a layer of realism to interactions but also provides users with a tangible connection to the game’s universe while facilitating a more immersive gaming experience. It was important to us that this element was perfected quickly. [b]Vr compatibility[/b] A few of you were concerned about the performances in VR and we heard you. This is also something we’re working on thanks to your feedback. We are currently testing our builds on Quest 2, but through Steam. It basically means that we are developing the game for PCVR, and are not focusing on standalone headset’s ports for now. It is still very early for us to give you a list of compatible PCVR headsets but please keep trying your gear and tell us about how the game runs on it. This will help a lot ! [img]{STEAM_CLAN_IMAGE}/44716226/8c36857b8e83cd8bb69f6dbac921629feaeee28c.jpg[/img] At WanadevStudio we believe the Closed Beta phase is not just a preview for our players but a collaborative journey. The insights and suggestions we receive during this phase play a pivotal role in shaping the final product, ensuring that[i] Vestiges: Fallen Tribes[/i] is not just a game but an immersive adventure crafted with the input and passion of our incredible community. There are a few ways to give us your feedback on the game : [list][*] [url=https://forms.gle/rcEeQoVDLG54Bv1BA]the feedback form [/url], the most efficient [*] [url=https://discord.com/invite/kVq4sXS]the discord[/url], the most detailed [*] [url=https://twitter.com/Vestiges_game] X[/url], also a possibility [/list] Thank you for being a part of this exciting evolution, and we can't wait to see where the Closed Beta takes us!