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No Blocking

In Fight Fit VR, we've removed the ability to block enemy attacks. This design choice forces you to move and evade attacks, transforming your gameplay into an intense cardio workout. By constantly staying active and dodging strikes, you'll elevate your heart rate and maximize your fitness gains while having fun in the virtual ring.

Punch Detection

Fight Fit VR is designed to recognize real-life effective punches and disregard anything less. This develops and encourages proper technique and movement.  To give the player instant feedback on their punches, an indicator is displayed on the enemy's forehead. Here’s what they mean:

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  • S: Strong punch

  • M: Medium punch

  • W: Weak punch

  • NR (Not Ready): The enemy is invincible during their landing routine.

  • PM (Play Mode): Punch ignored as it did not meet play mode requirements.

  • TW (Too Weak): Punch ignored because it wasn’t strong enough to cause damage.

  • NG (No Grip): Punch ignored because grip mode is on but both the trigger and grip buttons were not pressed.

 

Making the Game Accessible

To make Fight Fit VR more accessible, the default setting includes a basic level of punch realism detection. However, if you want a more realistic fighting experience, you can enable an extra level of punch realism detection in the options menu.

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This setup ensures that your punches are effective and encourages realistic movement and technique, enhancing both the gameplay and your fighting skill routine.

Health & Damage

Understanding the health and damage system is crucial to mastering the game.

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Enemy

When the enemy receives damage, their HP, displayed on their face, will decrease. Once their HP reaches zero, the enemy will die, and a new enemy will be spawned.

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The amount of damage inflicted on the enemy is tied to which body part the player hits and how hard they hit. Counter punches deal more damage, and consecutive punches landed before the enemy has a chance to recover (combos) are also more impactful.

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Player

When the player is hurt, the health bar, shown as a red circle around the round number and timer, will reduce. Unlike the enemy, the player's health will regenerate after a short period, continuing until the player is hit again or lands a punch on the enemy. After each round, the player will recover half of their lost energy.

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Summary

These systems iare designed to simulate real fighting tactics and teach them to the player and encourage movement, enhancing both gameplay and fitness benefits.

Options

Foresight Mode

The Foresight option creates a vision, represented by a semi-transparent red version of the enemy, of the attack the enemy will perform immediately prior to each attack. During this vision, you can either use it to determine how to dodge the attack or hit the enemy to cancel their attack. This mode is designed to improve game accessibility for players with less fighting experience and/or slower reaction speeds. By default, this option is on.

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Clench System Mode

The Clench System mode simulates the fist shape of a real punch by requiring you to press the trigger button and the grip button at least at the point of impact for the punch to be registered. This mode not only helps develop your punch form but also reduces the risk of accidentally throwing the controller by ensuring a proper grip. This reduces the likelihood of breaking the controller or damaging property or people. By default, this option is off.

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Punch Detection Realism Mode

Punch Detection Realism mode adds extra checks to enhance realism in determining whether your punch should be registered. This mode is ideal for players who want a more realistic game and/or to develop their technique. For accessibility purposes, the default for this option is off.

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Incremental Difficulty Mode

In Incremental Difficulty mode, each enemy defeated results in the next enemy being slightly faster, stronger, and having more HP. This feature makes the game more engaging and challenging as it progresses, thereby promoting fitness goals.

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Music

In recognition of different tastes in music, Fight Fit VR offers a variety of music selections for each section of the game. You can personalize your soundtrack for the main menu, in-round action, rest periods, boss battles, and the game over screen. 

Difficulty Customisation

To allow you to tailor your experience and achieve your fitness and training goals, Fight Fit VR provides a variety of customization options:

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Player Health - Adjust how much damage the player can take before the game is over.

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Enemy Speed - Control how fast the enemies move across all their animations.

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Enemy Attack Damage - Determine how much damage enemy attacks inflict on the player.

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Enemy Health - Adjust how much damage enemies can take before they die.

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Enemy Attack Delay - Set the base time interval between enemy attacks.

 

Round Length - Customize how long each round lasts.

 

Rest Length - Define the duration of the rest period between rounds.

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Concurrent Enemies - Decide how many enemies you will fight at once.

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These options enable you to customize Fight Fit VR to match your skill level and training objectives, creating a more engaging and effective workout tailored to your needs.

Play Modes

Play modes are designed to add a unique twist and challenge to your gameplay by turning off punch detection unless certain criteria are met. Here are the different play modes available:

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Normal - No play modes applied.

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Counter - Only attacks landed on the enemy during the start of the attack animation and the apex of the attack are recognized.

 

Combo - Only attacks landed on the enemy during their hurt animation will cause damage. Note that the first attack damage is not ignored as it is added back if it is followed by a second attack that meets the hurt animation rule.

 

Strong - Only punches classified as strong are recognized.

 

Dodge - No punches will be recognized; the player must evade all attacks.

 

Head - Only attacks to the enemy's head are recognized.

 

Body - Only attacks to the enemy's waist and chest are recognized.

 

Guard - Attacks to the enemy's arms are ignored, therefore only head and body attacks will be recognized.

 

For an extra challenge and where it makes sense, play modes can be combined.

 

Note that while play modes can be set at the start of the game by the player, the selected play modes will only be applied for the first half of each round. In the last half of each round, preset play modes will be applied that change from round to round and get harder as the rounds progress.

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These play modes add variety and depth to Fight Fit VR, making each session unique and engaging, while promoting skill development and fitness goals.

Scoring

The scoring system in Fight Fit VR is designed to motivate the player to improve their fitness and skills. The score is calculated based on each punch successfully landed and registered on the enemy, with adjustments made according to the difficulty options the player selected. Generally, settings that make the game harder will result in a greater score, while those that make the game easier will result in a lower score. A lot of consideration has gone into calibrating this system to encourage the player to work on their fitness and skill, aiming to improve their score over time and climb the leaderboard rankings. For a detailed breakdown of the score components, refer to the practice mode display.

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