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I was looking into that idea too. Both impossible spaces and redirected walking are with us for a long time. There are few issues I have with this one:

  1. It won't work in really small spaces, this can be ignorable or for smaller areas this could be not used at all.
  2. You said it. Strong VR stomach - the bigger the space is, the less noticable it is and less strong VR stomach you need. The prototypes were in a much larger space (20mx20m?) walking through a city. It was amazing to see people just gently steer into different directions.
  3. It could work only for very narrow pathways, which is something I would love to have and now the longest I can have are diagonals (not used yet). Other than that, in an action game, if you'd like to jump to the side, you can easily bump into a wall.
  4. Strong VR stomach again. It is extremely important to me to make the experience as comfortable as possible. There are some elevators in the game that may make some people dizzy. I will be either trying to make that less noticable or to disable them by default (just as crouch sections are disabled).