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Re: Exploring the world of Knightmare with Oculus Rift
Posted: 12 Oct 2015, 22:51
by EvelynMason
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.
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 16 Oct 2015, 17:42
by jamesuk
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 16 Oct 2015, 19:11
by Canadanne
One of the fireballs properly made me jump!
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 23 Oct 2015, 17:19
by jamesuk
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 28 Nov 2015, 14:57
by jamesuk
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.
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 28 Nov 2015, 17:05
by Canadanne
Scary!! Hahahaha, I love the last clip.
Enjoyed reading the article on the main site, btw!
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 28 Nov 2015, 19:25
by pjmlfc05
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.
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 04 Dec 2015, 17:28
by jamesuk
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.
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 04 Dec 2015, 19:43
by Canadanne
I never could make sense of that causeway, with the numbers randomly changing every few seconds! Very confusing. The video looks good though.
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 04 Dec 2015, 22:51
by pjmlfc05
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!
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 13 Dec 2015, 11:52
by jamesuk
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 13 Dec 2015, 20:39
by Canadanne
I love the bats!
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 14 Dec 2015, 16:07
by JamesA
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.
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 28 Dec 2015, 17:27
by Drassil
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.
Re: Exploring the world of Knightmare with Oculus Rift
Posted: 28 Dec 2015, 21:06
by jamesuk
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