Re: Exploring the world of Knightmare with Oculus Rift
Posted: 27 Mar 2016, 14:07
Thanks all so much for your continued support with this.
Apologies in advance for the big wall of pictures that's about to follow but I had another big breakthrough yesterday with my understanding scripting. I now understand "static variables" which are basically variables in a script that can be modified from any script. Such a thing will now eventually pave the way for a functioning inventory system amongst other more complex things. The Great Causeways F-I-N-D puzzle for example could now be replicated in this manner in the future along with Keys and other critical quest items that are required to progress through the dungeon.
Onwards to the update:
The rune puzzle from Series 8 is now fully implemented and functional. You have to touch the runes in order otherwise nothing happens.
The Reach Wand from Series 8 has now been implemented which allows you to interact with the runes from a distance. A laser pointer has been included with it to make aiming it easier.
Before you do all this, you have to give Brother Strange his proverb so he'll give you the combination to the rune puzzle (remember it or write it down!). If you don't give him the proverb, you'll effectively be put in losing status like the original program.
I've included a check in the rune room to see if you've given him the proverb. If you haven't, then the puzzle goes into lockdown and you won't be able to progress any further.
This is to basically prevent cheating and to stop Tim Child foaming at the mouth when the dungeoneer wildly waves the Reach Wand around to try guess the combination. Using my new understanding of static variables, I was able to replicate the behaviour of this puzzle to match the original program which would've been practically impossible before. Naturally, all the original sound effects are intact.
Take too long solving the puzzle or if you don't have the combination............
BHAL-SHEBAH LIVES AGAIN!!
He enters the room like the original program with the original voice and sound effects before frying you! It really is a surreal feeling to watch him emerge from the shadows when you're in the room in VR. The watchers get a nice view of the action from the monitor which closely mirrors the original program. Once he enters the room, control is taken away from the player so the player can't run away. The room camera in this room is deliberately off center. The reasoning for this is where Bhal-Shebah is a physical 3D entity in the room geometry instead of a 2D video superimposed over the 2D dungeon graphics, there was initially a problem where he would get in the way of the camera. Regardless though, it really does closely mirror the program
Uh-oh..........
AAARRRRGGGHHHH!!!!!
I was supposed to have shown the Coridoor of Blades room camera in the previous update but I overlooked it by accident
High res images here:
http://imgur.com/a/MsT8n
Video here: (Video seems brighter than what it should've been for some reason) Pictures above more closely reflect how it looks in the rift)
https://www.youtube.com/watch?v=U1deKsDAeN4
I once told myself a long time ago I'd never ever program. I never imagined I'd be making things as complex as this when I first started using Unity. Once again, I can't thank you all enough for giving me the motivation I need to continue onwards with this project. Motivation is so importent when things in the program start misbehaving leading to hours of debugging and learning new things to do things more efficiently within the progran. If any of you get an Oculus Rift CV1 can you let me know please and I'll start uploading playable binaries. It should be due out sometime in the coming week and I woudl be interested in knowing if SDK 0.8 is compatible with CV1.
Apologies in advance for the big wall of pictures that's about to follow but I had another big breakthrough yesterday with my understanding scripting. I now understand "static variables" which are basically variables in a script that can be modified from any script. Such a thing will now eventually pave the way for a functioning inventory system amongst other more complex things. The Great Causeways F-I-N-D puzzle for example could now be replicated in this manner in the future along with Keys and other critical quest items that are required to progress through the dungeon.
Onwards to the update:
The rune puzzle from Series 8 is now fully implemented and functional. You have to touch the runes in order otherwise nothing happens.
The Reach Wand from Series 8 has now been implemented which allows you to interact with the runes from a distance. A laser pointer has been included with it to make aiming it easier.
Before you do all this, you have to give Brother Strange his proverb so he'll give you the combination to the rune puzzle (remember it or write it down!). If you don't give him the proverb, you'll effectively be put in losing status like the original program.
I've included a check in the rune room to see if you've given him the proverb. If you haven't, then the puzzle goes into lockdown and you won't be able to progress any further.
This is to basically prevent cheating and to stop Tim Child foaming at the mouth when the dungeoneer wildly waves the Reach Wand around to try guess the combination. Using my new understanding of static variables, I was able to replicate the behaviour of this puzzle to match the original program which would've been practically impossible before. Naturally, all the original sound effects are intact.
Take too long solving the puzzle or if you don't have the combination............
BHAL-SHEBAH LIVES AGAIN!!
He enters the room like the original program with the original voice and sound effects before frying you! It really is a surreal feeling to watch him emerge from the shadows when you're in the room in VR. The watchers get a nice view of the action from the monitor which closely mirrors the original program. Once he enters the room, control is taken away from the player so the player can't run away. The room camera in this room is deliberately off center. The reasoning for this is where Bhal-Shebah is a physical 3D entity in the room geometry instead of a 2D video superimposed over the 2D dungeon graphics, there was initially a problem where he would get in the way of the camera. Regardless though, it really does closely mirror the program
Uh-oh..........
AAARRRRGGGHHHH!!!!!
I was supposed to have shown the Coridoor of Blades room camera in the previous update but I overlooked it by accident
High res images here:
http://imgur.com/a/MsT8n
Video here: (Video seems brighter than what it should've been for some reason) Pictures above more closely reflect how it looks in the rift)
https://www.youtube.com/watch?v=U1deKsDAeN4
I once told myself a long time ago I'd never ever program. I never imagined I'd be making things as complex as this when I first started using Unity. Once again, I can't thank you all enough for giving me the motivation I need to continue onwards with this project. Motivation is so importent when things in the program start misbehaving leading to hours of debugging and learning new things to do things more efficiently within the progran. If any of you get an Oculus Rift CV1 can you let me know please and I'll start uploading playable binaries. It should be due out sometime in the coming week and I woudl be interested in knowing if SDK 0.8 is compatible with CV1.