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“We ran into a variety of challenges: not being able to use prior development experience as a foundation, not being able to lean on still-camera cut-scenes, not being able to rely on old control scheme conventions," he says. "Because of this, ‘it feels like working on two games’ was a pretty common sentiment felt by the development staff.”
Inevitably, a dedicated VR team had to be created to handle the unique challenges around the new tech. “Many of them were R&D members who had tinkered with VR technology in their spare time as well," says Takahara. "We had to make a lot of modifications to the system programming and assets to work with both VR and non-VR."
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本帖最后由 yfl2 于 2021-2-18 21:50 编辑 ]