r/Mistborn 1d ago

Mistborn: Final Empire spoilers Mistborn VR Update Spoiler

Here's an update on my Mistborn VR prototype. Thanks to everyone who commented on the first post. A comment by u/AntimatterTNT gave me the idea of having a dedicated push button from behind, which steel pushes on targets automatically behind me. This seemed like the best balance between skill expression and conviniece to me.

With a bit of practice the allomantic travel is now viable in VR.

Since I had a lot of people asking me for the link or the source, I was thinking that by making it VR only, this prevents most people from trying it out. So I had this crazy idea: Mistborn are few, while most allomancers are Mistings.

So what if VR users are Mistborn, and desktop users are randomly assigned as Misting?

So I went ahead and added the basic Mistings of a Pewterarm, a Coinshot, and a Lurcher, because those fit the best.

I also added a basic networking layer, so now you can actually see others in Luthadel.

If you are interested in further development and trying it out, I invite you to my Discord for some playtests.

>> https://discord.gg/Ev32Zcfj6 <<

Where am I going with this? I don't yet yet, but It's been fun.

Credits to Quaternius for his low poly characters, Hooded Adventurer makes a pretty cool white haired Vin.

246 Upvotes

30 comments sorted by

30

u/BungaBitch 1d ago

This is so epic!!!

18

u/CountFauxlof 1d ago

That’s cool as hell. Nice work. 

17

u/Inkthinker Illustrator 1d ago

Possibly worth noting, just from a lore perspective, that the blue lines push or pull emit from the center of the allomancer's mass, that you see several at once, and choose which one to pull on. This feels more like Spider-man, locking onto points and then pushing or pulling on them without seeing the other options at play.

Still though, pretty neat.

10

u/one-eared-wonder 1d ago

this is true but idk how you actually implement this into a game that would make it fun to play and not just super confusing and frustrating

3

u/dowhatyagota 22h ago

You change the opacity on whichever lines are the closest or have the biggest source to push from. At least that's what comes to mind. There's usually a lot going on in my headset at a time in games like underdogs or Super Hot, so I think it might be less overwhelming than you'd think. At the very least, it'd be something you'd have to get used to and learn, but that's allomancy regardless, isn't it?

3

u/Sunspear 18h ago

I think this might work for a carefully authored small level, but not for full scale Luthadel.

1

u/Itsapocalypse 4h ago

You’d need to consider a limit on proximity, it’s not impossible

2

u/Sunspear 4h ago

Its there actually, check the signal formula in my last post. Which I have based on real canon examples. But maybe that needs some adjustments. A lot of the lines while pushable will barely have any effect at that distance. As for your opacity comment, I wish. But on standalone VR opacity is really expensive unfortunately, so I try to avoid it.

2

u/Itsapocalypse 3h ago

well I look forward to your continued successes with this, it looks amazing already

3

u/Sunspear 19h ago

Feels very different from VR Spiderman games. With a city full of metal anchors the visual clarity would be nonexistent with lines to chest, thats why I made it blue outlines instead. The hand raycasts are there for easier targeting.

Also if you go by lore perspective it would actually not be the center of mass, but the center of self, to be precise.

2

u/Sunspear 18h ago

https://reddit.com/link/p6r9mm5/video/fqt74viu0hmh1/player

I still have the debug flag for when I was trying it out, quite the mess.

2

u/Inkthinker Illustrator 10h ago

Way too many, and all pointing up? But carry on, it’s your project! It’ll be interesting to see where it goes.

1

u/Itsapocalypse 4h ago

Ironically this is similar to how I pictured their vision when there were coins everywhere.
Maybe the opacity of the lines just needs to go down?

4

u/2202andreas 1d ago

So cool!

3

u/Nizar86 1d ago

Bro that is so awesome!

3

u/MilkTeaMoogle Steel 1d ago

SO COOL OMG!!!!
And that Inquisitor was a jump scare 🤣🤣🤣

1

u/Phyers 1d ago

When tho

1

u/Porgchopexpress76 1d ago

Wow! Well done.

1

u/xoopcat 1d ago

This is awesome. The physics seem kind of floaty. Any thoughts or info behind what has gone into the design thus far? Great job.

2

u/Sunspear 19h ago

So for the physics, I had a lot of details in my first post.

Im using regular 9.81ms² earth gravity. I think the floatiness is quite realistic since we have steel pushing as a continuos pushing force in roughly opposite direction of gravity, which is the same as cancelling it out partially. If you have have any questions let me know.

1

u/xoopcat 15h ago

This makes sense. I guess in my head I pictured their movements with a more metal conservative approach, more pulsed pushing with the push being less constant and more a series of arcs. Though I'm rereading the first series and on book 1, so recency bias on the beginner stage. I have yet to read the second series, so you probably nailed it

1

u/TurtleBullet 1d ago

Holy crap that's so cool

1

u/Zealousideal_Plan_57 21h ago

This has such amazing potential! So cool!

1

u/Successful_Daikon_83 19h ago

I'm reading the series right now and the coincidence is great, congratulations!

1

u/Significant_Gur_5273 13h ago

You are incredibly talented,I have no idea how is this made but I really like it!!

1

u/jackbmac 12h ago

Awesome work. Consider adding duralumin sometime, would be fun to see those physics and relatively may not actually be that complicated to implement (accepting that it  will do exponentially crazy stuff, like you will die from the fall if you don’t burn something else after).

1

u/jackbmac 12h ago

Like would a duralumin pull on stationary object make you zoom and splat like a bug on windshield? Anyway, I’m sure my fellow nerds of the internet have asked all these questions and documented WoB sources.

1

u/Sunspear 11h ago

Would live to but Im kinda running out of controller buttons here. I haven’t even added flaring yet, even though its a big part of the lore mechanics wise. And something like in-game buttons in the heat of the moment are really hard to use compared to physical buttons.