After spending some time with my Oculus Rift I would like to create a combat game.
I am looking for weapon designs which would translate well into VR.
The current problematic weapons that I've seen are:
1. Regular Swords: You have no feedback with swords. Eventually I find in sword games that I just tend to stick them "inside" my opponent, and flail them around until I kill them. They will just go through the body of your opponents breaking immersion.
2. Guns (and ranged weapons with a trigger) : Quite disappointing to see so many "virtua cop" clones (I love virtua cop!) . This is becoming the FPS cliche` style for VR combat. And what does using your hands for pointing add over a non VR experience (point with the mouse)?
So I am looking for better weapons. Ones that would feel right when you use them.
For example: A flail - The swinging balls would not require you to hit your hand against something. Their bounce would also provide good feedback to how hard something was hit.
I have also seen archery done well (although I have mixed feelings about it because it is really tiring to hold up both hands [ In the same way real archery is tiring!] )
So I was wondering, what kind of good VR weapons can you think of which "feel" right, and be special in VR?
PS: I was impressed with how well "Super hot" manages this feeling by turning all characters into glass. That way it makes sense when you effortlessly cut through them. That's a really cool game design hack ? .
