Showing posts with label 2d design. Show all posts
Showing posts with label 2d design. Show all posts

Wednesday, 27 March 2019

Space Junkies’ Review – Reviving a Bygone Era of Arena Shooters with Virtual Reality

 Ubisoft's newest Virtual Reality game is nonetheless closely connected to an earlier strain of this shooter and less than its modern brethren of now --apparently an homage to the creators of this genre like Unreal Tournament (1999) and Quake (1996).  It is not to say that Space Junkies does not have a lot happening, but its heart gameplay needs to be quite familiar to anybody who's been anywhere near a console or computer in the previous twenty decades.  That aside, it is an actual Virtual Reality native and incredibly comfy one despite some fairly frenetic gameplay.

Space Junkies is a traditional shooter in virtually every sense.  After connecting a four-person lobby, then you begin the game using a random gun then find mended pickups all over the map which will provide you an edge over the 3 other players.  You will find health and armor pickups or varying power, and understanding where people are can definitely influence your kill-death ratio.   I will get more into all that below.

With no underselling that the zero-G locomotion and outstanding Virtual Reality shooting encounter (on PC Virtual Reality), it is decidedly a reliable formula which functions players searching for a quick pickup game.  After going through the tutorial, then you will likely end up in a Quick Match within approximately 30 minutes --great for those that only need to let off a little steam with minimal hassle.  There is also personal games and team-based matches also, which resources users from the Uplay friends listing. 

The guns are strong and plentiful.    What is more about the platform-specific shooting:
Shooting is fairly natural expertise in Space Junkies, though you can not really require the iron sights regardless of the present on several firearms.  For both single-handed and two-handed firearms, its a lot simpler to utilize the laser sights (or laser reticle) to have a fantastic notion of where bullets go, then course-correct by following the path of the previous bullet to have a clearer idea of where I had been shooting.  You might not even have sufficient time for this, however, as other players appear to have discovered the knack for precisely where their bullets will property (right at my head ).
  This really is true is most single-handed weapons, though some, like the shotgun, need two hands to shoot and charge.  It seems simple and dependable --what it ought to be.

 PlayStation Virtual Reality users just have one supported controller system, DualShock 4.  This, I discovered, was responsive in reloading as a result of this single button push demanded.  Actually shooting though needed a little bit of practice.  Considering that the game basically turns your gamepad to one 6DOF control (much like in Astro Bot Rescue Mission), then you need to be sure to physically target with both hands, something which's easily forgotten in the thrill of the battle.  When I did forget to maneuver the control, I ended up naturally overcompensating with artificial locomotion by planning with my own body and utilizing the fixed reticles.  Double shooting can be a more remarkable experience on PS Virtual Reality; you can not target firearms independently from one another.  You are going to need to get accustomed to the controller scheme before it is possible to be really competitive with PC Virtual Reality players at the shooting section, although it's faster to reload a shotgun and pump off at closing goals on DualShock 4.

 This one was among my favorites, as ordinary deathmatches began to feel a little stale after a couple in a row.  Other styles and firearms are thought to come at some stage post-launch, and I am really hoping for a broader selection.

The game has decorative updates via XP-driven loot boxes also, which really are a wonderful touch since it includes a rigorously no-microtransactions system.  The capability to configure your holstered secondary weapons enables you to mix and match your own load-out, and a couple of characters also allow you to select your comparative health, endurance, and speed.

Like all multiplayer-only Virtual Reality games, however, the ancient player people will dictate if it lives a wholesome lifestyle, or becomes a ghost town in comparatively short sequence; the problem really is that fragile at the present time in Virtual Reality.  Ubisoft Montpellier says they are committing a few months of content updates to help keep things going ahead.  In other words, Ubisoft Montpellier is seeking to go the space with Space Junkies.  And while content upgrades may also not be the savior I have made them out to be, possibly the planned in-game occasions and esports tourneys can help draw the replicate involvement the game should catch fire.

Allow me to preface this next paragraph using something positive: Space Junkies is enjoyable, fast-paced and looks to test all the ideal boxes for stadium shooting lovers.

My fear, however, is that lots of shooter lovers have mostly moved on from arena-based games.  While I have had a few great laughs with Space Junkies, I haven't grokked if the gameplay is heavy enough to keep me coming back again.  With a superb degree of implementation in basically all other sections, it remains to be seen whether Virtual Reality players will probably be satisfied with a game which could be aggressively yawned at if it had been on a flatscreen.  Additionally, it is likely that Space Junkies will develop into the Unreal Tournament-style game Virtual Reality was on the lookout for, since there's precious little alternative concerning advanced shooters in Virtual Reality now. 

Like all Ubisoft's Virtual Reality games up to now, Space Junkies provides well-realized environments using a degree of polish that tactics'AAA' land, albeit using a cartoonish art design.  Visually, it is difficult to ask for more.  Environments are equally well constructed and diverse enough to provide lots of intriguing cover for stressed firefights.

For Rift & Vive users, the game's reverse kinematics are nothing short of good, providing users a full-body avatar outfitted with context-dependent hand emotes (bring your palms together to clap, create up a horn, create a heart once you bring your palms together).  PS Virtual Reality players might need to do without, however, as your hands are constantly secured in precisely the exact same gamepad-holding position. 

 On PC Virtual Reality platforms it provides support for 180 or 360 monitoring setups, hand or head-relative movement, and abandoned or right-handed shooting. 

Ubisoft was a pioneer in the comfort department using their ancient Virtual Reality name Eagle Flight, and it appears some of those courses have made their own way to Space Junkies too.  Acting as a type of cockpit, the participant's helmet helps ground the consumer in the surroundings, giving a good anchor line to the zero-G locomotion plot regardless of there being no floor beneath your feet.  This may be toggled off and on and comes with an optional FOV vignette that comes in and out based on the rate of your head motion.

Snap-turning together with all the comfort choices available make it easy to entertain the notion of getting multi-hour play sessions in Space Junkies.

Granted the game's zero-G surroundings are far from a faithful replica of everything you could anticipate in space, as all users have an identical flat plane and move down or up at the 3D space so.  This is a great thing, however, because you constantly have a stable horizon underneath your feet or over your head.  

Tuesday, 19 March 2019

Valve Laid Off Contractors and 13 Employees, Some Working on Virtual Reality

Valve now confirmed the company laid off 13 full-time employees along with millions of builders.  The layoffs are thought to have largely influenced the company's Virtual Reality hardware collection.

In comparison with this collection of other significant businesses working in the Virtual Reality area, Valve includes a few employees--contemplating its sway in both gambling and Virtual Reality--thought to number in the low volumes. 

The announcement came following advice out of a purported leaker was submitted to Reddit indicating that a huge part of Valve's Virtual Reality hardware group has been let go.

Valve played an essential part in the growth of the technology behind the HTC Vive, for example, Steam  Virtual Reality Tracking system that the headset and its own controls employ.  The company naturally also functions the hugely popular Steam game supply service, which comprises a market of Virtual Reality content as well as the SteamVirtual Reality platform where they operate.

Valve is regarded as working on next-gen Virtual Reality controls known as knuckles', and purported escapes have led to the company working on a brand new Virtual Reality headset.  The company also mentioned that it is growing three Virtual Reality games.  If or any one of those projects (or other Virtual Reality jobs in the company) will be affected by the worker and contractor terminations is uncertain now, however, the publicly declared projects (such as Knuckles and the three Virtual Reality matches ) appear safer than the purported Virtual Reality headset that hasn't been supported by the company.

Emails allegedly received from Valve head Gabe Newell in reaction to queries regarding Valve's Virtual Reality leadership in light of their Advances reiterate that the company isn't changing plans, also affirm the three Virtual Reality matches are still in evolution.  The path to Virtual Reality has not been able to validate the authenticity of the emails but has contacted Valve for caution on continuing Virtual Reality plans.  

Breakout Virtual Reality Hit ‘Beat Saber’ Confirmed as Oculus Quest Launch Title

Conquer Games is getting prepared to take their hugely successful block-slashing rhythm game to new heights, as Oculus now announced that Conquer Saber (2018) is arriving at Oculus Quest at launching.
Based on an Oculus blog article, the Quest edition of this game will deliver the whole Conquer Saber experience, such as everyone the songs currently on Rift, Vice, and PS Virtual Reality, also as"more importantly," an Oculus spokesperson informs us.
 A couple of months afterwards, the match then made its way to PS Virtual Reality, fast landing a critical hit the stage by getting PS Virtual Reality's next most-downloaded Virtual Reality match for the whole season; it had been live on the PlayStation Store for just six months before vaulting last every PS Virtual Reality game anyhow that the continuing favorite Job Simulator (2016), that came in at number one.
Conquer Saber most recently celebrated a significant landmark also, notably the revelation which the sport has sold more than one million copies, making between $20 -- $30 million in gross earnings across all platforms.
Beyond Beat Saber, Quest launching titles confirmed so far include Robo Remember, Moss, The Climb, and Dead & Buried (Superhot Virtual Reality is also quite probable ).  In Quest's Oculus Link Launched this past year, Mark Zuckerberg also stated there'll be some 50 launching titles intended for the Oculus Quest launch.
In the time of this writing, we don't understand when the corporation's $400 6DOF standalone headset is supposed to hit customer doorsteps, even though Oculus has not altered their Spring 2019 launching window anticipation, placing launching hypothetically everywhere between March 20th and June 21st.  In any case, might be, Oculus has started a quest Countdown', so we're bound to find out more in GDC this week.  

Wednesday, 13 February 2019

How 3D Simulation-Based Training is helping companies optimize their training programs

Coaching is an essential component of any organization in regards to optimal productivity and management enhancement of human capital.  Coaching is something that has been a significant part of human development as time immemorial.  It was back there in the Stone Age in the kind of representing a variety of activities through pictorial representations stones, to the contemporary age, where we currently use tablets, and several other gadgets and tools to educate others, aside from the face-to-face instruction methodology.  

These improvements give us a short image on the way the planet has been forming and the way the planet has progressed significantly, and most of us know how quickly the technology disruptions happened in the past 100 decades or so.  Organizations are constantly on the watch for market alterations, along with the disruptions may be a make or break for any business, even for a giant like Nokia, which has yet successfully was able to come to some manageable position lately, and we actually admire their perseverance for it.

Talking of economy alterations, training in all sorts of organizations play an essential role in enabling the employees and significantly enhance the productivity and sustainability of a business, while providing a wholesome environment for employees to grow.  Tech-enabled learning is something that's building a stronghold from the marketplace in regards to the immersive and effective learning experience.  Digital Reality or 3D Simulation -based coaching is just one such methodology that's turning into one of the greatest priority for'High Consequence' businesses.  1 study (Brandon Hall Group) stipulates the slow increase in businesses using the Virtual Reality Coaching methodology utilizing gamification versions as a leading learning priority, which was 18 percent in 2016 and climbed to 30 percent in 2017. 

3D Simulation -based training offers immense significance to the associations, allowing them to train their work efficiently.  It gives a fun and enjoyable environment, in which the students can research and feel free to commit mistakes without affecting real-life surroundings, by doing this from the digital world, and in return get outfitted with all the Do's and Don'ts, together with a fantastic grasp of conceptual understanding of the many procedures and procedures covered in the training modules, which might have been otherwise tough to comprehend through conventional or the textbookish' coaching methodology.

The software of 3D Simulation in training are lots, and it covers nearly all of the businesses, with the best effect in the high Consequence' businesses, such as Vehicle, Pharmaceutical, Oil & Gas, since the scope for gain & loss is your biggest in those businesses.  This is very understandable since the consequences are extreme, security protocols are comprehensive, and regulations are immense, indicating that these are quite hazardous environments with employees being subjected to the risk-prone surroundings on a daily basis.

It's been contested often, that, if the conventional training methodologies offer you a better remedy as against current tech-enabled training alternative, and also what the effect of different training methods in the complex industrial installation actually is.

We feel that technologies can at best complement the conventional methodologies and it can be leveraged and utilized in accord with the present resources more conspicuously, in order to improve the learning curve of their students in substantially lesser period frames, at precisely the exact same time decreasing substantial costs for the employers. 3D Simulation -based training provides one such practical benefit, where the student becomes immersed in the digital environment whilst undergoing the real-life procedure.  

Once we state that 3D Simulation -based coaching is assisting businesses, the word businesses' refer to micro, small, medium and bigger corporations too, i.e. of almost any dimension.  As stated before, the firms needing them the most will be those in the production industry like the automobile industry, the pharmaceutical industry or even the Oil & Gas sector.

3D Simulation is demonstrated to provide a boost to the confidence of the employees, plus they have the chance to commit and research all of the wrong-doings from the simulated environment instead of stressing in the real life while performing their job and adheres to dangers.  It gives the ideal atmosphere for them to learn and develop, and the general morale of the employees are considerably enhanced after accepting the 3D Simulation -based training, which subsequently affects the worker retention prices.

Additionally, it provides instant feedback and evaluation opportunity for those employees with the support of tech-enabled procedures and makes the total training experience advancing wherein the employee is provided regular feedback and he's made conscious of his operation in the 3D Simulation environment.  This way the student's participation levels are sky-rocketed and that he has inspired to perform better and using a multiplayer platform like Simulanis Eagle VR, the employees get the opportunity to get involved in team building exercises also, which further supplies them with the chance to rate the abilities of one another and affinity levels in order to work efficiently in a class.
3D Simulation training boosts the conceptual retention amounts appreciably, and supplies with a lively environment, therefore requiring the employees to use all of the sensations effectively, and boosting the perceptuomotor abilities, encouraging learn-by-doing methodology.  They could pay a visit to the 3D Simulation environment, over and over, to the clinic, letting them ascertain the outcome of their activities without affecting real-life surgeries.

We'll delve deeper into just how assuring the 3D Simulation -based training environment is, and might explore virtual reality environments for a variety of businesses and the way the companies can make the best use of their technology to train their employees efficiently.


In case you haven't yet implemented the newest approaches on your training programs, this is the opportunity to do it.  We'd be delighted to assist!