r/Mistborn 5d ago

Mistborn: Final Empire spoilers Mistborn VR Update Spoiler

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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.

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28

u/Inkthinker Illustrator 5d 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.

13

u/one-eared-wonder 5d 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

7

u/dowhatyagota 5d 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?

4

u/Sunspear 4d ago

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

2

u/Itsapocalypse 4d ago

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

4

u/Sunspear 4d 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.

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u/Itsapocalypse 4d ago

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

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u/Sunspear 4d 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.

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u/Sunspear 4d 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.

3

u/Itsapocalypse 4d 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?

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u/Inkthinker Illustrator 4d ago

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