343343{"id":26,"date":"2016-10-11T23:13:28","date_gmt":"2016-10-11T23:13:28","guid":{"rendered":"https:\/\/spearmintsblog.wordpress.com\/?p=26"},"modified":"2016-10-11T23:13:28","modified_gmt":"2016-10-11T23:13:28","slug":"spearmint-1-accompaniment","status":"publish","type":"post","link":"https:\/\/spearmints.co\/?p=26","title":{"rendered":"Spearmint 1: Accompaniment"},"content":{"rendered":"

WARNING: IF YOU HAVEN\u2019T PLAYED SPEARMINT 1 YET, GO <\/span>DOWNLOAD IT AND TRY IT<\/a><\/span>\u00a0OUT. IT\u2019S A QUICK GAME; I\u2019LL WAIT HERE FOR YOU.<\/span><\/p><\/blockquote>\n

Spearmint 1 started as an experiment in making and releasing a game in 30 days. Instead, it took about 70 days. I\u2019ll be posting later about the process of making the game and my learnings thereon. This essay instead focuses on what the game taught me about VR game design.<\/p>\n

The motivating\u00a0question for S1 was: \u201cdo small, intricate game-spaces work better for VR than open-area traversal?\u201d<\/span>\u00a0Before VR, almost all 3D games challenged the player to traverse a large open world. You see this in almost every 3D game, whether or not it\u2019s an \u201copen-world\u201d game.<\/p>\n

Developers in VR have sometimes taken the need for large spaces for granted, leading to the many developers trying to understand how to \u201csolve the locomotion problem\u201d without creating nausea (1<\/a><\/span>, 2<\/a><\/span>, 3<\/a><\/span>). The state of the art solution is teleportation. However, I\u2019ve found that when playing a game that relied on teleportation, I\u00a0stop walking around my play space and lose the physical connection to the game that makes VR so special. In short, the headset just becomes a screen.<\/p>\n

This led me to ask: what if I don\u2019t use any teleportation and instead focus on a dense game world that fits inside a living room? This led to the escape-room game you see in Spearmint 1. The game\u2019s theming, puzzle design, and environment detailing were built in service of this main investigation.<\/p>\n

The rest of this essay focuses on some interesting successes and failures gleaned in building this game. Here are some questions to ask yourself before continuing on:<\/p>\n