You can't stick numbers to the screen without breaking immersion and since the player can look in any direction there isn't one place you can be sure the player will see.
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I was surprised at the number of wrong ways a player can interact with a button! Open hand, fist, pointing, even from the wrong direction! It's a much expanded version of
@lizardengland 's "The Door Problem". http://www.lizengland.com/blog/2014/04/the-door-problem/ …Show this thread -
In games where the player's position doesn't change too much, like behind a counter, you can place some of that information on the scenery. This gets A LOT more complex if the player can move through space.
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UX problems in VR seem so challenging and interesting to solve. If there's a game that can bring some ideas for solutions for UI in VR its Dead Space, but diegetic UI is REALLY hard to pull off. Kudos to Valve there
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For sure! Dead Space was eye-opening (literally, at one point in the sequel).
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The amount of detail on that screenshot is insane.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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Can you shed any light on the “no arms” decision? Genuinely intrigued why this is chosen over having arms
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I can't speak for the team, but arms are incredibly hard to get right. Here is an insightful thread about it.https://twitter.com/S0phieH/status/1197649836398522368?s=19 …
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I loved how (in the trailer) immersive the game looks like. I'm very curious.
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Me too, their hand tech looks more advanced than anything I tried so far.
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