Half-Life: Alyx official artwork and logo

[Update]: Valve has now released the official modding tools and Workshop support for Half-Life: Alyx!

Whether we're talking about a VR game like Half-Life: Alyx or something a bit more standard, the way you move around is of the utmost importance. Everything from your movement speed to your maneuverability drastically affects the gameplay, and if anything is even slightly off, the whole experience can collapse in an instant.

As such, it probably won't come as much of a surprise to hear that Valve had to put in quite a lot of effort into Half-Life: Alyx's locomotion. They needed to account for a variety of common problems like motion sickness from VR movement, as well as some sillier issues like character height that could leave taller players with their heads stuck in the wall!

So if you're curious how Valve solved all of these issues, as well as what other problems they ran into along the way, you'll be glad to hear they've released a behind-the-scenes video discussing just that. Have a look:

Personally, I'm a fan of continuous locomotion as it's by far the most immersive, especially since I have no trouble with motion sickness. However, while Valve did a pretty good job of making it feel good to walk around, there is still a major problem, and it's the same problem that Valve's very own Dota 2 had to solve - if you can teleport around, why would you ever walk?

In other words, while continuous locomotion may be immersive, gameplay-wise you're better off being able to roleplay a wizard and simply teleport out of trouble. After all, if you're being chased by a bunch of nasties, would your preferred option of escape really be a casual stroll? So in my eyes, this is going to be one of those major movement issues VR games will need to figure out going forward, because from what I can tell, there isn't a single answer that would apply to everyone equally.

However, that is a story for another day. Until then, you can read more about Half-Life: Alyx over at Steam.