Forum Discussion
mikesnail
12 years agoHonored Guest
Taking control of the camera
Hey All, I do not yet have a rift (I didn't submit my order until July so I don't expect it any time soon), but I am in the process of developing a game with the intention of having rift support. ...
hassifa
12 years agoHonored Guest
Depending on the type of game, you could have a notification appear on the 'HUD' that the user could interact with that would display the cutscene in a small picture in picture window, and if the user wanted to, they could enlarge it so the cutscene would fill the full screne of the user and continue to play. After it finishes, it would slowly minimize once again.
Naturally this wouldnt work for most types of games, but in the right setting, and having the right angle for the cutscene would keep the immersion in my opinion.
For example. The HUD for the player could be a screen on the users wrist (aka pipboy from fallout), and a noise / light notification could play to indicate a cutscene is waiting to be shown. When the player accepts this notification, the small HUD would be brought into view (model moves screen on hand into view) and the small cutscene would start playing. The user could then also decide to full screen the cutscene (model moves the screen directly into the main view so it fills the users viewpoint, and then after a second, the users viewpoint could transition to the viewpoint of the cutscene. (aka Matrix 2 with neo talking with the architect where the camera zooms into one of the tv screens, and then ripples to that viewpoint)). When the cutscene is finished, the reserve would happen. (Viewport ripples back out showing the HUD taking up the full screen from the models viewpoint, and the HUD is slowly moved away and back down to its inactive state).
Naturally this wouldnt work for most types of games, but in the right setting, and having the right angle for the cutscene would keep the immersion in my opinion.
For example. The HUD for the player could be a screen on the users wrist (aka pipboy from fallout), and a noise / light notification could play to indicate a cutscene is waiting to be shown. When the player accepts this notification, the small HUD would be brought into view (model moves screen on hand into view) and the small cutscene would start playing. The user could then also decide to full screen the cutscene (model moves the screen directly into the main view so it fills the users viewpoint, and then after a second, the users viewpoint could transition to the viewpoint of the cutscene. (aka Matrix 2 with neo talking with the architect where the camera zooms into one of the tv screens, and then ripples to that viewpoint)). When the cutscene is finished, the reserve would happen. (Viewport ripples back out showing the HUD taking up the full screen from the models viewpoint, and the HUD is slowly moved away and back down to its inactive state).
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