Actions during combat affect subsequent branches, and devices in the VR space can interact directly.
Content and inclusion
Actions during combat affect subsequent branches, and devices in the VR space can interact directly.
Creating mecha interactions
In Artes: Beyond Time, Koki Nakachi adjusted the visual transitions and slight vibration after button operations, and also changed the 2D UI to an interface with depth, touch response, and angle changes at will. Tamura Naobin uses vibrations of varying intensity and duration to represent mecha movements, resulting in stronger and longer impact feedback, avoiding the motion effect of shaking the screen and causing player dizziness.
The mecha cockpit does not move forward; the development team uses enemies, markers, and map movement to coordinate vibration to move forward, controlling the load with high visibility and limited external visibility. The mech's 400-meter size is derived from these conditions. Early mecha performances were about twice as long as the finished version, and if you didn't operate, you just waited; After discussion, the dialogue was changed to automatically advance after a certain period, with different lengths of Japanese and English lines and the timing corrected separately.
Related entries
- Related works:Altes: Transcending time and space
- UI, vibration, and timing production team:MyDearest Inc.
References
- Steam: Altes
- RealSound: ALTDEUS Developer Interview (Page 1)
- RealSound: ALTDEUS Developer Interview (Page 2)
- RealSound: ALTDEUS Developer Interview (Page 3)
Data compiled on: 2026-10-07.