In the past, 1st-person melee combat has been the most horrible idea ever.
So, now that the Oculus Rift is a thing, we have a platform for feasible, 3D VR. This means depth perception.
Now that we have a means of depth-perception, the footsies/neutral game from the first person is actually possible. I find this super exciting because I’m a big fucking nerd. If this VR headset thing finally takes off (The software support is amazing), you’re going to have a lot of developers trying to implement first person melee combat.
The problem is that it’s not going beyond mere hack-and-slash Skyrim garbage. Most developers aren’t fighting game players. This is a travesty.
So, while I’m attending a game dev school that’s going to have access to some Rift dev kits (They’re on order), over the next couple of years, I’ll be running experiments on building a first-person 1v1 or brawler experience that doesn’t break under the stresses of competitive play.
So I’m sitting here working out game systems. One of the big problems is the High/Low/Mid system of 3D fighters is slightly flawed from a 1st person perspective when implemented as-is, and requires a dramatic retooling… or will have to be omitted in favour for a different form of guard system (I feel that HML systems will bar any game engine from allowing more than two players to play at once).
Any armchair designers in here have any input? The reason why I’m doing this is because we have a few new concepts to work with, namely Depth Perception, Blind Spots and general first-person tomfoolery.