Exploring the world of Knightmare with Oculus Rift
- EvelynMason
- Level 1 Dungeoneer
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- Location: Hungerford Berkshire
Re: Exploring the world of Knightmare with Oculus Rift
Should have said before, but this is some fine work you have put together here. You have accomplished something many of us can only dream of and wouldn't have much of an idea as to where to start in order to achieve something so detailed and masterful.
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- Dungeoneer
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- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Thank you all for your continued support with this. Starting off with just the one room months ago, I never imagined it'd get this far . Meanwhile....
The Fireball/Moving Block room from Series 7 complete with authentic sound effects
High resolution images - http://imgur.com/a/W37wD
Video - https://www.youtube.com/watch?v=dhdK_HYq4mM
For those of you that want them, I have uploaded reconstructions of some of the ambient tracks from Series 6-7-8 onto my youtube channel which I have since implemented into the project replacing the previous placeholders. Please feel free to use them for any of your recreations/games/audio dramas ect ect.
The Fireball/Moving Block room from Series 7 complete with authentic sound effects
High resolution images - http://imgur.com/a/W37wD
Video - https://www.youtube.com/watch?v=dhdK_HYq4mM
For those of you that want them, I have uploaded reconstructions of some of the ambient tracks from Series 6-7-8 onto my youtube channel which I have since implemented into the project replacing the previous placeholders. Please feel free to use them for any of your recreations/games/audio dramas ect ect.
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- Fright Knight
- Posts: 2007
- Joined: 12 Oct 2010, 18:53
- Location: Poole, Dorset
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Re: Exploring the world of Knightmare with Oculus Rift
One of the fireballs properly made me jump!
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Fixed the issues I had with the wall decals appearing in front of the slime in Sewers of Goth so the slime version of Sewers of Goth is now implemented. Only issue with the slime right now is that it doesn't seem to react to lighting changes so it has a rather healthy radioactive glow
High resolution images: http://imgur.com/a/tpD3J
Video: https://www.youtube.com/watch?v=WZUy353M7BY
The boat actually works so you press B button when your standing near it and it takes you across to the other side like the original. With what I've learnt with disabling/enabling multiple player entities/cameras via scripting, the addition of this should now eventually pave the way for flights on smirkenorff. Just need to make terrain, figure out how to seamlessly make the transition from realistic terrain to the 1993 SGI CGI terrain, figure out a quick way of customizing flight paths/animations and getting them all to sync and talk to each other ***gulp***
And we now have a basic menu system implemented featuing a 3D antechamber as the background. The start quest button is a place holder for now. The room selection screen brings up options to list all the available rooms by season which can be played individually. Will eventually put thumbnails beside the rooms to allow for quick identification.
Look towards the back area near the dungeon entrance and you can see the magic mirror and the stools from series 1-3 all packed away
High resolution images: http://imgur.com/a/tpD3J
Video: https://www.youtube.com/watch?v=WZUy353M7BY
The boat actually works so you press B button when your standing near it and it takes you across to the other side like the original. With what I've learnt with disabling/enabling multiple player entities/cameras via scripting, the addition of this should now eventually pave the way for flights on smirkenorff. Just need to make terrain, figure out how to seamlessly make the transition from realistic terrain to the 1993 SGI CGI terrain, figure out a quick way of customizing flight paths/animations and getting them all to sync and talk to each other ***gulp***
And we now have a basic menu system implemented featuing a 3D antechamber as the background. The start quest button is a place holder for now. The room selection screen brings up options to list all the available rooms by season which can be played individually. Will eventually put thumbnails beside the rooms to allow for quick identification.
Look towards the back area near the dungeon entrance and you can see the magic mirror and the stools from series 1-3 all packed away
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Found some time to work a bit more on this.
We now have the Block and Tackle from Series 4 complete with original sound effects! . Along with the sound effects, I have also recreated the unique death sound that they only seemed to use for this room. You'll know it when you hear it.
Like the original, contact with the blocks results in instant death as does falling down into the abyss.
High res images: http://imgur.com/a/PfquW
Video: https://www.youtube.com/watch?v=tun5feqKtX8
I've coded it so as your about to walk past one of the blocks on the right, there's a 1 in 4 chance that the block will move across your path. As a result, the somewhat unpredictable nature of this room is nicely preserved. The latest version of Unity has also fixed a bug with trails in the mirror window so videos/screenshots should be higher quality in the future.
I've finally fixed a bug with the menus where the mouse cursor would interfere with the buttons.
We now have the Block and Tackle from Series 4 complete with original sound effects! . Along with the sound effects, I have also recreated the unique death sound that they only seemed to use for this room. You'll know it when you hear it.
Like the original, contact with the blocks results in instant death as does falling down into the abyss.
High res images: http://imgur.com/a/PfquW
Video: https://www.youtube.com/watch?v=tun5feqKtX8
I've coded it so as your about to walk past one of the blocks on the right, there's a 1 in 4 chance that the block will move across your path. As a result, the somewhat unpredictable nature of this room is nicely preserved. The latest version of Unity has also fixed a bug with trails in the mirror window so videos/screenshots should be higher quality in the future.
I've finally fixed a bug with the menus where the mouse cursor would interfere with the buttons.
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- Fright Knight
- Posts: 2007
- Joined: 12 Oct 2010, 18:53
- Location: Poole, Dorset
- Contact:
Re: Exploring the world of Knightmare with Oculus Rift
Scary!! Hahahaha, I love the last clip.
Enjoyed reading the article on the main site, btw!
Enjoyed reading the article on the main site, btw!
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- Knight
- Posts: 610
- Joined: 23 Aug 2012, 20:58
- Location: Hampshire
Re: Exploring the world of Knightmare with Oculus Rift
Yes!! Soon as I saw this, the first thing that came to my mind was Simon!! We now get to see his death from his perspective!!
Great work again and loved the unique death sound that only seemed to occur in the block and tackle.
Great work again and loved the unique death sound that only seemed to occur in the block and tackle.
The only way is onward, there is no turning back.
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Thanks again for all your support with this . If you have any queries regarding the article, ask away and I'll try my best to answer the best I can.
Something special today. I give you a recreation of the un-used causeway from the credits of the final episode of Series 5 which is fully functional. Of all the rooms I've recreated, this one was easily the hardest yet as I had to create custom scripts that turn various room controlling script objects on and off as the player walks over the appropriate triggers. It was obviously made harder still as no dungeoneer ever set foot in this room which made it much more difficult to understand how it would flow. Still a minor animation bug in the far left door which I'm having trouble working out at the moment.
High resolution images (contains HD renders in 3DS Max): http://imgur.com/a/3RrFd
Video: https://www.youtube.com/watch?v=C6a_DzJP6KQ
It's not entirely clear how this room would've worked although I vaguely remember reading somewhere in the youtube comments that you would follow multiples of 7. Even with that in mind, it still doesn't explain why the doors seemingly open and close with no rhyme or reason. With this in mind, I've created a causeway sequence that falls in line with the original progression of the animation like this -> 14-21-42-56-42-14-21-63-21. I'll probably add an extra trigger to close the door if the player tries to exit the room too soon. Standing on one of the wrong blocks for too long results in death. AFAIK, there was never an official explanation on how this room would've worked so I can't say for sure if this is 100% accurate.
Something special today. I give you a recreation of the un-used causeway from the credits of the final episode of Series 5 which is fully functional. Of all the rooms I've recreated, this one was easily the hardest yet as I had to create custom scripts that turn various room controlling script objects on and off as the player walks over the appropriate triggers. It was obviously made harder still as no dungeoneer ever set foot in this room which made it much more difficult to understand how it would flow. Still a minor animation bug in the far left door which I'm having trouble working out at the moment.
High resolution images (contains HD renders in 3DS Max): http://imgur.com/a/3RrFd
Video: https://www.youtube.com/watch?v=C6a_DzJP6KQ
It's not entirely clear how this room would've worked although I vaguely remember reading somewhere in the youtube comments that you would follow multiples of 7. Even with that in mind, it still doesn't explain why the doors seemingly open and close with no rhyme or reason. With this in mind, I've created a causeway sequence that falls in line with the original progression of the animation like this -> 14-21-42-56-42-14-21-63-21. I'll probably add an extra trigger to close the door if the player tries to exit the room too soon. Standing on one of the wrong blocks for too long results in death. AFAIK, there was never an official explanation on how this room would've worked so I can't say for sure if this is 100% accurate.
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- Fright Knight
- Posts: 2007
- Joined: 12 Oct 2010, 18:53
- Location: Poole, Dorset
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Re: Exploring the world of Knightmare with Oculus Rift
I never could make sense of that causeway, with the numbers randomly changing every few seconds! Very confusing. The video looks good though.
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- Knight
- Posts: 610
- Joined: 23 Aug 2012, 20:58
- Location: Hampshire
Re: Exploring the world of Knightmare with Oculus Rift
Another great recreation! It would have been interesting to see how teams would have got on with this room. It does look too complex and I doubt any team would have been successful in navigating it.
Loved the tension music used!
Loved the tension music used!
The only way is onward, there is no turning back.
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
And now we have the first recreation from Series 3. Dwarf Tunnels complete with animated Bats that swoop into your path!.
EEEEK!!!
High resolution images: http://imgur.com/a/neUK2
Video: https://www.youtube.com/watch?v=TEzwk3a_Ke4
Not much to say about these as they're essentially nothing more than point A to point B. I'll eventually be adding the different colour variations for completions sakes.
EEEEK!!!
High resolution images: http://imgur.com/a/neUK2
Video: https://www.youtube.com/watch?v=TEzwk3a_Ke4
Not much to say about these as they're essentially nothing more than point A to point B. I'll eventually be adding the different colour variations for completions sakes.
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- Fright Knight
- Posts: 2007
- Joined: 12 Oct 2010, 18:53
- Location: Poole, Dorset
- Contact:
Re: Exploring the world of Knightmare with Oculus Rift
I love the bats!
- JamesA
- Fright Knight
- Posts: 1575
- Joined: 25 Jul 2004, 10:33
- Location: London
Re: Exploring the world of Knightmare with Oculus Rift
The bats along with their squeaking noise are indeed really good, and I especially liked the peering round into the arches to the left and right of the dwarf tunnel, something that of course never happened in Series 3 itself! Although I've always wondered what would happen if the dungeoneer walked into one of those arches instead of taking the obligatory exit directly ahead....
Nonetheless, great work as usual.
Nonetheless, great work as usual.
James Aukett
Creator of the Knightmare: 25th Anniversary Documentary
Creator of the Knightmare: 25th Anniversary Documentary
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- Senior Staff
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Re: Exploring the world of Knightmare with Oculus Rift
These are marvellous, James. Thank you. You are certainly keeping up the good work - and 'good' is an understatement. The website VR Focus recently picked up on the Knightmare.com article and your work, so well done for that as well.
The Series 3 dwarf tunnels got away with being basic because the emphasis was on keeping the dungeoneer moving. Your version is atmospheric in different ways and gives an enhanced sense of claustrophobia.
The Series 3 dwarf tunnels got away with being basic because the emphasis was on keeping the dungeoneer moving. Your version is atmospheric in different ways and gives an enhanced sense of claustrophobia.
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Thanks for bringing that to my attention. I wasn't aware that VRFocus had made an article on the project. Image below is a WIP of the Mills of Doom that I have been steadily working on recently. The cogs turn right now, the cog on the support rotates and moves up and down accordingly. Sound is pretty much done. Still need to implement the pendulum, floating object thing that moves back and forth? and make a bat fly past periodically. And yes, it's possible to fall between the teeth of the cogs and die :O
Full resolution image here:
http://imgur.com/vp1UC5P
Full resolution image here:
http://imgur.com/vp1UC5P
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