Evolving classic RTS interactions for VR - Part 1

Discussion in 'Gaming' started by Paul Bellow, Aug 8, 2018.

  1. Paul Bellow

    Paul Bellow Forum Game Master Staff Member LitRPG Author Shop Owner Citizen Aspiring Writer

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    The future is upon us...


    In the fall of 2015, Hidden Path made a pitch to Oculus for a game with a clear and understandable premise: To create a real-time strategy game with a miniature clockwork aesthetic. It was clear and inspiring... The company had a long history of exploring games in the RTS vein, and were eager to make a full-blown strategy game in VR. We had all seen the introduction to Game of Thrones and found it an excellent visual inspiration. But, what the game truly would be was still a fairly blank slate... 'Real-time Strategy' could mean a lot of things after all, and VR had very few precedents in the strategy genre.

    In the project's first months, we were eager to get going, but we only had a team of 1 or 2 at our disposal... We knew we had to get a grasp of the scale, pace and strategic level of gameplay that would be used in Brass Tactics. Luckily, Oculus had generously given us a few months to really investigate and explore what RTS would be like in VR. It was a perfect opportunity... we didn't have to make any assumptions, and we were encouraged to build a game that felt natural to play in VR that just happened to be a strategy game, rather than take the standard 2D RTS mold and shoehorn it into a set of goggles.

    Brass Tactics: Evolving classic RTS interactions for VR - Part 1

     
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  2. Paul Bellow

    Paul Bellow Forum Game Master Staff Member LitRPG Author Shop Owner Citizen Aspiring Writer

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    Paul Bellow Forum Game Master Staff Member LitRPG Author Shop Owner Citizen Aspiring Writer

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