RivenEdge & Virtual
I've been sketching a VR combat arena that throws opponents off balance while giving us perfect tactical advantage—thought you’d like to weigh in on the sensory design.
Sounds like a playground for chaos—let's shove the horizon out of sight, spin the gravity dial, and wrap the walls in adaptive echo. If you keep tweaking the feedback loops, you'll have opponents chasing echoes of their own footsteps. Keep the sensory overload focused, otherwise they'll just get dizzy and drop the game.
Nice edge. Tight feedback loops, no extra noise, and the echo walls will force them to track their own movement. Keep it sharp and they'll be chasing a phantom instead of the objective.
That’s the sweet spot—precision over clunk. Keep tightening those loops, dial down ambient, and let the echo walls become a living map. When the opponents chase their own reverberations they’ll miss the real prize. Keep iterating until the phantom’s the only thing that feels real.
Precision is key, so cut the ambient noise until only the echo walls echo back. Let every movement be mapped in the phantom, then watch the real prize slip through their fingers. Iterate until the map feels alive enough that no one can ignore it.
Love the focus—trim the noise, keep the echo razor‑sharp. If the map feels alive, they’ll never get a second glance. Push the iteration until the phantom is the only thing that feels real.
Good. Tight loops, razor‑sharp echoes, map alive. Keep pushing until the phantom is the only thing that feels real.
Sounds like a perfect storm. Just keep tightening until the phantom outsmarts reality—then watch the chaos.