My initial goals in starting the project was to create a game that:
(1) Is iconic both visually and mechanically
(2) Allows for game-play only possible in VR
(3) Is easy for players to dip in and out of
(4) Allows users to learn intuitively
(1) Is iconic both visually and mechanically
(2) Allows for game-play only possible in VR
(3) Is easy for players to dip in and out of
(4) Allows users to learn intuitively
My biggest inspiration was Atari's Pong. It's symbolic and primitive language allows for it to be easily understood by anyone of any age, culture, or language.
I tried many different visual styles for Steady that were more realistic, metallic, electric, and shiny - but ultimately looked at Pong as my guiding light for the shipped product.
I also made sure no words appeared anywhere allowing visual communication to drive understanding.
I also made sure no words appeared anywhere allowing visual communication to drive understanding.
I looked at @BeatSaber and @tiltbrush as applications that could only be achieved in VR. Their core mechanics rely on movement from a VR controller - something unique to the medium.
I tried to take that one step further and added the constraint of *movement as the only input*. I avoided laser pointers, on-hand UI's, and anything that would break the core interaction learned through game-play.
Movement lets you create a ring and navigate a path.
Movement lets you create a ring and navigate a path.
And movement is used to press a tile in the level selector.
With all the available buttons on the Rift I did ~slightly~ break my rule by allowing a user to (1) press and hold any button (2) move - in order to adjust the position of a level.
The core is still movement where one interaction drives everything though.
The core is still movement where one interaction drives everything though.
Regarding the ability to dip in and out - most levels can be beat in under a minute. If a player struggles it may take 2-4 minutes, but at all times there's no real risk in taking the headset off. Your current level is saved and you can jump back in where you left off anytime.
I think this is important in providing comfort because wearing a headset can get hot, exhausting, and sometimes painful.
Another game I think fits within the category of game I tried to create is @CubismVR by @tovanbo. If you enjoy Steady - definitely take a moment to check out Cubism as well.
Although we're not on the Quest yet - I'm very happy to have launched on the Rift and Vive. I think it's a nice addition to the VR marketplace and hope you like it too.
Lots of other design decisions were made in the process of development, but I don't think Twitter can handle a much longer thread
