GDC 2010 Day 1

I've uploaded a photo album of GDC 2010 that I'll update over time.

NOTE: The timestamps on the photos from Start through Mar 9th are in U.S. Central time. All photos in the album from Mar 10th on will be in U.S. Pacific time.

I didn't know what to expect so I took way more stuff with me in my Bag of Holding than I should have (I won't make that mistake again). I left the hotel a few hours early so I could spend some time walking around Yerba Buena Gardens.

It was a relatively eventless day. For Expo Pass holders (like myself), there wasn't much to do since the "Expo Floor" wasn't open. All that was available for the most part was the "Microsoft Lobby Bar" and "Intel's Game On!", which were mostly game and tech demos open to the general public. Every time I set foot in Microsoft's event, the far-too-thick carpet caused me to get shocked by something. As a result, I spent most of the first day hanging out at Intel's event.

Most of the floor space of Intel's event was taken up by PC game demos which used or were somehow related to Intel. The most interesting demos though were the "3D TV" demo and the "Sixense TrueMotion" demo.

"3D TV" doesn't interest me much, except for the potential to use polarized screens for "2-player live fullscreen play" (one player would be wearing glasses polarized one way, and the other player the other way).

What was far more interesting to me was the Sixense TrueMotion.

Apparently, they've also done work with headtracking using the same tech, but from what I've been told they chose not to implement it in the product we're expected to see this Holiday Season because their primary business partner wasn't interested in it. This is a darn shame, because the Sixense TrueMotion would inherently solve every problem Project Natal has if they just included head tracking.

Imagine that the Wii MotionPlus actually worked for 1:1 motion tracking, and you're using the Full Motion system I designed for it. Take away all the advantages the Linking Cap would provide, and you'd get essentially the same functionality the Sixense TrueMotion has.

As the device is now, the most fluid way (from what I've seen, as there were several control configurations) to turn around in a circle is to do what they call "ratchet"-ing: pointing the camera-controlling stick over to the side to turn, and once you've pointed too far away from the screen to turn anymore, you hold down a button to "ratchet" the pointer back to center, and then let go of the button to return to pointer movement.

Another issue with the Sixense TrueMotion that including headtracking would solve is their gesture-based controls. The sixense as it is now uses a gesture (specifically, flicking the left stick left or right) to control switch weapon. This means you pretty much try to move the left stick as little as possible while playing, or you'll be constantly switching weapons.

It's been a long day and I'm tired, so I'm going to stop this here and continue talking about the Sixense TrueMotion once I've had more time with it.

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