Dev Diary #2 Goblin Forge: Movement and Interaction
My name is Connor Thompson, and I am the resident gameplay programmer at Azure Ravens. Today, we are going to take a deeper look into the very early stages of our VR toolkit, movement controls, and some early VR gameplay in the forge itself!
Goblin Forge was originally being developed with the Oculus Rift, but with the release of the new Oculus Quest 2, we have begun utilizing that instead of its predecessor. Goblin Forge will work with the Oculus, Vive, and other VR Headsets, with hand controls and mappings all being relatively the same across the board.
Movement in-game will be a mixed system of analog movement, transportation, and free roam. As the blacksmith, you will be able to use the analog sticks in your hand held controls to move yourself around the forge. The left analog stick will control your rotation in-game, while the right analog stick will handle your actual movement forward in the game.
Teleporting in Goblin Forge will be important, especially if you need to be in a specific place quickly. You will always be able to point and teleport to specific positions within the game space, such as in-front of the anvil, shop counter, and other convenient places. Finally, depending on the space available to you at home, you will also be able to walk around freely and interact with objects without needing to move your analog sticks, although they may help to nudge you a little closer.
Below is some footage showing me walking around and interacting with some of the objects in the scene. The forge is in its initial pass, with only a couple actual assets in place at the moment as we are still getting a feel for how we want the forge set up. You will also get a look at some of our early design for the actual forging process that’s currently in development.
If you are interested in more Goblin Forge news, please feel free to follow us on Twitter and join our public Discord so you can stay up to date on what’s new with our games.
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