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7/31/2017

CYCOM Load Cards Mechanic

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One of the things that was asked about the loading/drawing cards mechanic for the game. Instead of writing all out I made a short video about it:
So why make it this way? There are a few reasons:
1. It simplifies the control scheme.
As of right now, there are only 2 buttons and 1 D-Pad on each controller. Our design philosophy is that if you are in the heat of a battle, you will not want too much fumbling with your controls to get the right card you want. 
2. It creates restrictions.
Opposed to popular belief, restrictions are good. It's what drives players to have to strategize new techniques. Deciding during the load step which cards you want and the order add a new level of complexity that we feel will make the game more fun.
3. It adds a level of bluff play.
Say you see your opponent keeps shooting their default buster shot but keep they're other hand hidden away. An observant player can see this and think they probably have something good in that hand, I'll make sure to avoid him whenever that arm comes up. On the other hand, the opponent could have nothing, and is just making sure the other player thinks that is happening. These plays and counters makes dueling engaging and fun.
4. It adds a game mechanic that is only producible in VR games.
There's a reason why you can only activate two cards at the same time. It's because you have two hands, simple as that. Having each hand have a "secret" power adds a really cool and importance to each hand. If we were to make these in a non-VR game these would probably be controlled by left and right trigger, but then the aiming complex interplay between cards is lost since you can only shoot in one direction.

And that's about it. I'd like to here what you guys think, either on Reddit or down below. I'm eagerly awaiting your suggestions and feedback.
- Francisco 

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7/26/2017

The Blog Begins...

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​Note: This post was originally posted on the Vive subreddit. I've posted it here to have all the info in one place.
Started making VR games a few months ago with a few of my colleagues. We've been working on a project inspired by the MegaMan: Battle Network series. We've seen games that are pretty much trading card games with holograms a la Yu-Gi-Oh the animated series, and there's a bunch of fighting and shooting VR games out there, so we went for something in the middle, which we don't think we've seen much of (please reply if you do have an example of this :D).
Here's an album of how the game is coming along: http://imgur.com/mjCdy3j​

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  • Home
  • CONFERENCE IN VR
    • Conference in VR
    • VR LBE Summit 2020
    • Indie Dev Conference in VR
    • Climate Change Conference in VR
    • VR Investment Conference in VR
    • VR Arcade Conference 2019
    • VR Arcade Conference 2018
    • VR Arcade Conference 2017
    • VR Arcade Conference 2016
    • Code-of-Conduct
    • How To Attend Conference in VR
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