Crossings
Trailer
Convincing Virtual Reality: Sound, Haptics & Inertia
Full dexterity over the protagonists hands, as enabled by Virtual Reality (VR), fundamentally reinvents traditional gameplay. Since interacting with our hands is so intuitive, we as developers can spend much less time interpreting player intent and more time refining tactility.
Whilst taking the bow from inception to completion, we continuously collaborated across disciplines to make repetitive actions like drawing and shooting fullfilling. Working alongside our audio partner Two Feathers, we provide dynamic feedback down to the subtle creak of the bow as an arrow is drawn. This was complemented with animated bow limbs and controller haptics that respond to the draw speed. The result transformed the bow from a 'one-of-many' consumable into a permanent sidearm with various flavours of explosive tip ammunition.
Gesture Based Magic
To reliably detect gestures, we designed a two-stage system: composition and motion. Composition evaluates the relative position and rotation of the hands. Motion validates the gesture trajectory once composition requirements are met. This separation proved crucial. By validating composition first we could provide immediate feedback, such as indiciating insufficient mana, before the player committed to any motion. This significantly reduced frustration during high-pressure combat scenarios.
I later implemented the Upgrade Altars, the Clearing, and a total of 19 unique spells, each built on top of this system.
From Flicks and Flails, to Full Body Combat
A common issue in VR melee combat is the tendency for players to exploit the system through rapid, chaotic movements. While physically demanding at first, players quickly optimize for minimal effort by reducing full-arm swings to small wrist flicks. In doing so, they unintentionally remove both challenge and fantasy from the experience.
To address this, we introduced simulated weapon inertia to create a convincing sense of mass. This not only discouraged erratic flailing but also filtered out unintended micro-movements. What began as a quality-of-life improvement evolved into a core gameplay system.
Weapons were divided into three distinc classes: Swords, Axes and Clubs. Swords are lightweight and responsive, driven by a subtle damped oscillator. Axes and Clubs are progressively heavier and more deliberate, requiring velocity-based oscillators to remain responsiv whilst maintaing a sense of weight and follow-through.
To further encourage intentional movement, we introduced the combo system. Each weapon includes a set of optional combos that reward precise execution with meaningful damage multipliers. Combo design was tailored per weapon class, ensuring that the level of challenge was appropriate for the swiftness of the weapon.
Status Effects for Systemic Gameplay
The status effect system was initially introduced to give spells impact beyond raw damage. Each effect contributes a unique gameplay mechanic which the player can deliver to enemies, for example: Ice slows movement and attacks, Fire deals damage over time and Electricity interrupts and staggers. Over time, this system expanded into all areas of combat—including explosive arrows and combo rewards—becoming a cornerstone of systemic gameplay. By allowing players to upgrade specific effects, we created a flexible framework that supports diverse playstyles and ensures that each run feels meaningfully different.