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Cool ideas. Yeah I mean I went from the Vive to the Index and one big noticeable difference is how often I dislike the control schemes in most games for grabbing. The issue is if you have your grip point to grab too high you might accidentally grab things, but you also have to think about releasing them to throw them, if you have it set too high when releasing you will find that you often don't release objects when it "feels" like you should have. Likewise, sometimes games have too much grip necessary to just hold them. That's why it's nice with the Vive wands, you just have a toggle or whatever. I played SuperHot with vive wands when it first came out and it had what I felt like was an excellent control scheme, hold the grip to grab, release to throw. It felt very natural but after about 30 minutes of playing my tendons were aching lol. They soon fixed it by changing the bindings to grab and throw which I didn't feel were as good but grew to love since they didn't cause pain. Even our game has the issue I felt, where you have to grip pretty hard to keep holding the wand. I feel it in games like AZ sunshine, I don't know if I've found a game that's nailed it. When the "grab" isn't just a button but a fluid value that changes it becomes hard to figure out exactly when something is held, or thrown. I'm sure someone is getting it right, maybe Super Hot, I can't remember right now.