Virtual Battlegrounds is the ultimate battle royale being built from the ground up for virtual reality. Battle to become the last man standing on this apocalyptic war-crazed island through tactical gun-play, an epic map, and physical based controls for skydiving, climbing, shooting, ziplining, and driving.
Gunplay – With the assist of military personnel we’ve built a realistic gunplay system.
*Lots of guns – Sniper Rifles, SMG’s, Assault Rifles, Pistols, Heavy Weapons
*Attachment System – Scopes, silencers, laser points, sight modification
Physical Locomotion – Use your arms, legs, and body to move.
*Skydive – Use your arms and head to navigate.
*Zipline – Use your hands to attach onto the ziplines to traverse the entire island.
*Climb – Climb anything using your hands and body.
*Swim – Float in the water and swim anywhere with arm movement.
*Sprint – Swing your arms to sprint.
*Jump – Jump in real life to jump. (We did add in a jump button)
*Crouch / Prone – Move your body to get into different physical positions. (Button for that too)
*Drive – Additional vehicles for traversal.
*Slide – Sprint and stop to slide.
Epic Map – Explore a large and fleshed out two square KM island.
*Churchtown – A refugee camp built over a church in the mountain.
*Ostenbirk – A resort town built on top of the water and on the beach.
*Maetland – A once peaceful town that has become war torn and desecrated.
*Crash Site – The site of a large 747 plane crash and slum town.
*Zipline Tower / Road Network – A deeply interconnected network of locations that puts the world together.
Other Key Features
*Spatial Voice chat.
*Immersive full body IK System.
*Hub Area with Twitch Stream, shooting range and jukebox.
*Hand angle calibration tool.
*Realistic vehicle controls.
*Squad and Solo modes.
*Slap people to death.
A personal note from the Creative Director Sean Pinnock.
With Virtual Battlegrounds I really wanted to create something different. I’ve spent a long time watching the VR games market grow and honestly I’ve wanted more out of the games that have become front runners in the market. They’ve been mostly smaller confined experiences like wave shooters and rhythm games. While they do execute something simple well, they don’t provide the experience that for myself VR is all about. I want to lose myself entirely to a new world. That’s what Virtual Battlegrounds aims to do. Our goal from the start has been to create the ultimate experience in this genre. Compete in a large 2 square kilometer map with a host of physical locomotion options. Squad up, play against other players or bots. Drive around with vehicles or swim, jump, and zipline to your destination.
I think one of the big key innovative features we’ve developed in our game is the physical locomotion style. Personally, I don’t want to be sitting down idly while having an epic experience in VR. Instead, I want to be fully immersed in the world I’m in. I want to reach out and grab things, use my body to move and avoid things, crouch, jump and maybe even lay down. This has been a major driving factor for all of our design decisions throughout development. In Virtual Battlegrounds you will use your arms and body to climb, swim, zipline, sprint, skydive, prone and even jump. This creates for a much more physical and immersive experience. I think this is one of the big design choices that can make VR games fun. It feels good to move your body around with the game. Imagine sitting down while mashing buttons in Beat Saber, it wouldn’t be the same experience. That’s the kind of physical sensation we’re looking to recreate but on a much grander scale with Virtual Battlegrounds.
I think the last major thing that sets our game apart from our competition is the community-driven development mindset our team has. We actually got the idea for Virtual Battlegrounds from a subreddit (/r/vive) about 16 months ago and we have since used our community to help us develop the game from start to finish. We genuinely believe that gamers a lot of time know better than the developers do when it comes to making good games, so we want to work directly with them. It’s already helped our development immensely and it has also helped us avoid some major game design pitfalls. We plan on continuing this approach all the way up to Early Access and final release.
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