Brass Tactics was a really invigorating project to work on and I felt that we as a company (and I personally) learned a tremendous amount about VR in general as well as general player interaction and behavior. Over the past several months I’ve brought the key takeaways and posted them on the Hidden Path website.
Since them I’ve cleaned them up as a series of blog/articles on Gamasutra. I also will be giving a talk at the XRDC conference at the end of the month talking about some of our particular solutions in more detail.
Part 1:Â Designing the map and player navigation
Learn about our experiments and pursuit for the most physical environment in this Gamasutra article.
The accompanying video can be seen here:
Part 2:Â Designing the command interface
Learn about how we started with some traditional control models and eventually created something that felt closer to dancing in this Gamasutra article.
The accompanying video can be seen here:
Part 3:Â Designing the economy and additional interactions
Learn about some of the general interaction experiments we tried, and why we did or did not pursue them in the final game in this Gamasutra article.
The accompanying video can be seen here:
After my talk at XRDC I will probably be pestering y’all less on Brass Tactics. I do still make the occasional update but at home my focus in almost entirely on Auto Fire. It’s been fun!