Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Spell Fighter VRNewsNew teleporting system - ideas?
Community

New teleporting system - ideas?

Spell Fighter VR · published 20 Apr 2016, 16:08 UTC

All newsPlayers around this dateRead on Steam

I read in most reviews that all you want is simple teleporting system for movement. Point on the ground and you are instantly there. This would break the game. You would be able to just ignore all enemies and teleport away to the end of every level in 5 seconds with zero difficulty.

The current solution is to make the teleport target slowly move towards the pointed spot on the ground, but this idea seems to be universally disliked.

My other ideas:

1. Teleporting cooldown - you must wait 3 seconds after teleporting (bad idea I think, it would be annoying)

2. You can't teleport at all if there are enemies nearby (15 meters away, let's say - but that would block you totally in later sections, since there are enemies everywhere)

So far, even though it's disliked, the slow moving capsule idea at least works. I can make it pretty (the capsule could be an animated human avatar), but I'm out of other ideas. Ok... so any other ideas anyone?

I'm open to suggestions. Please leave a comment if you have ideas for this :)

More from Spell Fighter VR

Other announcements

All news
Game update4 Jul 2016Update 1.25Hello! Finally I caught up with my regular job and found some time to work on Spell Fighter. What's new: - permanent item-hand snapping - you can now just single-click the GRIP button, which snaps an object to your hand, until you clik GRIP button again. Just holding the GRIP button works as before. - grabbing stuff from the ground - your real world floor level is now always a few inches below…Game update27 Mar 2016Update 1.246- added alternative "teleporting" walking mechanic that should reduce vr nausea. Hold the left trackpad and point on the ground. You will see a marker on the ground and a capsule following that marker. When you let go the trackpad, you will teleport to this capsule's position. This mechanic makes sure you will not teleport through walls and you don't get away from enemies that easly, simply by…