Come On Everybody Do The Locomotion!
Movement in VR is something special. It’s not an easy problem to solve. As each method of moving so far developed has its own issues. They run the gamut from being unintuitive, especially for players new to VR, to causing motion sickness in a significant portion of players. Some methods also increase the chances of someone becoming motion sick when changing direction or height.
Meaning, there really is no single answer. It’s not like on console gaming where dual-thumbsticks has become the de-facto control scheme for first person and even third person games. Or PC gaming where the standard is WASD and mouse-look, unless of course you’re playing Tribes. For A Giant Problem we had to deal with some team members being very prone to motion sickness, and what it means to move as a giant.
Ultimately we hit upon a solution that best fits what players have come to expect. And that’s choice! Choice is important because of how quickly you can become uncomfortable in VR. And if you’re uncomfortable, then you’re not going to play. And that’s A Giant Problem.
So we’ve got three methods of movement - teleportation, smooth locomotion, and local movement. We’ve also added snap turning!

If you’ve watched the livestreams, which you can do over on our Twitch channel or YouTube where we archive them, then you’ve seen us jump around the map quite quickly. That’s teleportation. It’s great for a number of reasons, namely very few people get motion sick from it.
If they do we can always give players the ability to adjust how quick the transition is when they teleport. That’s done by having the screen go black and then fade in. You can see it in games like Vader Immortal.

Sometimes you want a more traditional method of getting around. And that doesn’t mean riding a horse. We wouldn’t be able to provide the player with one bigger enough, given they are a giant. Rather we’ve added smooth locomotion, which is your basic FPS controls. Only look isn’t controlled by one thumbtack, as you are wearing a VR headset.

If you have 360º tracking then A Giant Problem works for you, whatever the play space you’ve created. Of course most games in VR are meant to work this way, but if you’ve only got 180º tracking then there’s a limit to how much you can move around and have it reflected in the game. But local movement has always been an important method for us in developing A Giant Problem, as it’s one of the easiest ways to feel like a giant as you stomp up on a horde of goblins roaring, “Fee Fi Fo Fum, I smell the blood of a goblum!”

Added to every form of movement is snap turning! With just a flick of the thumbstick you can rotate around as the player to face the oncoming hordes. It’s a small thing and not every player is going to or want to use it. And they don’t have to! But it makes life easier, especially if you’ve only got 180º tracking.
It also means you can -
No longer are you confined by gravity! No longer do you need legs! A Giant Problem is for everyone! And that’s what we here at Critical Charm want. We want our game to be as accessible to as many people as possible. Though we recognize the nature of VR and our mechanics mean it may not be possible for everyone, that doesn’t mean we won’t try.
So with that in mind, be sure to Wishlist A Giant Problem on Steam!
Meaning, there really is no single answer. It’s not like on console gaming where dual-thumbsticks has become the de-facto control scheme for first person and even third person games. Or PC gaming where the standard is WASD and mouse-look, unless of course you’re playing Tribes. For A Giant Problem we had to deal with some team members being very prone to motion sickness, and what it means to move as a giant.
Ultimately we hit upon a solution that best fits what players have come to expect. And that’s choice! Choice is important because of how quickly you can become uncomfortable in VR. And if you’re uncomfortable, then you’re not going to play. And that’s A Giant Problem.
So we’ve got three methods of movement - teleportation, smooth locomotion, and local movement. We’ve also added snap turning!
Teleportation

If you’ve watched the livestreams, which you can do over on our Twitch channel or YouTube where we archive them, then you’ve seen us jump around the map quite quickly. That’s teleportation. It’s great for a number of reasons, namely very few people get motion sick from it.
If they do we can always give players the ability to adjust how quick the transition is when they teleport. That’s done by having the screen go black and then fade in. You can see it in games like Vader Immortal.
Smooth Locomotion

Sometimes you want a more traditional method of getting around. And that doesn’t mean riding a horse. We wouldn’t be able to provide the player with one bigger enough, given they are a giant. Rather we’ve added smooth locomotion, which is your basic FPS controls. Only look isn’t controlled by one thumbtack, as you are wearing a VR headset.
Local Movement

If you have 360º tracking then A Giant Problem works for you, whatever the play space you’ve created. Of course most games in VR are meant to work this way, but if you’ve only got 180º tracking then there’s a limit to how much you can move around and have it reflected in the game. But local movement has always been an important method for us in developing A Giant Problem, as it’s one of the easiest ways to feel like a giant as you stomp up on a horde of goblins roaring, “Fee Fi Fo Fum, I smell the blood of a goblum!”
Snap Turning

Added to every form of movement is snap turning! With just a flick of the thumbstick you can rotate around as the player to face the oncoming hordes. It’s a small thing and not every player is going to or want to use it. And they don’t have to! But it makes life easier, especially if you’ve only got 180º tracking.
It also means you can -
Play Sitting, Standing or with a 3rd Party Peripheral!
No longer are you confined by gravity! No longer do you need legs! A Giant Problem is for everyone! And that’s what we here at Critical Charm want. We want our game to be as accessible to as many people as possible. Though we recognize the nature of VR and our mechanics mean it may not be possible for everyone, that doesn’t mean we won’t try.
So with that in mind, be sure to Wishlist A Giant Problem on Steam!