Exploring the world of Knightmare with Oculus Rift
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Been a while since I touched this so I thought I'd cook something up during the Bank Holiday break. The Elements Causeway from Series 5.






More screenshots + fullres versions here:
Video here:
https://www.youtube.com/watch?v=G_YAJRqmraA
The irregular aspect ratios of the images/video are down to the new implementation that the rift outputs when it's mirrored to the main screen. It looks perfectly fine in the Rift itself.
Unlike the great causeway which was one animation, I split this one into several animations which allowed for easier control of the room. This one will respond appropriately to the player walking on the incorrect hexagons
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Another thing I've been working on today. A basic recreation of Castle Ghastly from Broadswords Virtually Impossible. Very much WIP right now. Not sure how far it's going to get due to a lack of reference material to work with.



High res images:
Video:
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Now have the Play Your Cards Right puzzle from Series 7-8 in place. I have a basic implementation of the puzzle in place now so you press a button on the control pad to touch the appropriate card to make the next platform come out. I can't implement Leap Motion support into it right now as the particular implementation of the Rift I'm using right now doesn't support Leap Motions "Image Hands" at the moment. Really hoping to actually have reach out and touch the cards in the future.
I can't figure out how to assign multiple animations to script functions right now so touching the wrong card removes the block beneathe you at the moment and I can't get animation of the blocks to move in as you progress through the puzzle. Not following suite will send you tumbling into the darkness below along with a complimentary "oooh nasty".





Full resolution images:
Video:
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Great stuff once again! The play your cards right room is very daunting from the perspective you get. It looks a long way down!
Loved the bit incorporating Simon's team. When the wrong card was touched, the view from when falling down was immense!
Keep up the great work James.
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And now we have the coridoors of what I think is Castle Linghorn from Series 8. The sense of scale when you're wearing the rift is amazing:



High resolution images:
The images/colours are brighter to compensate for the darkness of the screen in the rift. The brightness in the video is closer to how it looks in the rift.
Video:
https://www.youtube.com/watch?v=c4lq2ujuBW8
The lighting could probably do with a bit of fine tuning. Difficult to do with Rift development right now as dark areas are very prone to smearing on the Rift.
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And now the Level 3 Clue Room from Series 8 along with an animated fireball flying across the room with the original 2D sprite and sound. . Could quite easily have used unitys particle system for the fireball but 95% of the charm would be lost. The corridors of Linghorn lead into this room like the original which provides a nice sense of authenticity.







High resolution images:
Video:
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Basic exterior area of Palace Linghorn (series 8 ) pretty much done. Not much to say here really. Approaching the portcullis makes it open along with the original sound effect.



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Video:
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And now the most infamous of Knightmares areas..... The Corridor of Blades! Looks darker in the rift. Updating to the latest version of unity now allows me to take screenshots/movies with proper widescreen aspect ratios which is nice. The only downside right now is it introduced an oddity where the mirrored view on the monitor shows horrendus ghosting. Thankfully, the ghosting isn't present in the rift. With the HTC Vive and its room scale tracking, I imagine that it'll eventually be possible to physically move left and right to avoid the blades.







High resolution images:
Video:
https://www.youtube.com/watch?v=W54gjdWmEJY
And the Golden Galleon exterior from Series 8. For some reason, they appear to have used two different models for this so I essentially made a hybrid to combine the pair of them together.






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Video:
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And now onto the Quest Object Chamber as it appeared in Series 7. Featuring a basic Brollachan that says dialogue from the end of Julies quest . Brollachan model is a bit limited in terms of functionality as my modelling skills are literally barebones. . The eyes actually follow you around the room and track you as you lean left and right. Considering purchasing a dialogue tree Unity asset in the future so it can be fed with knowledge





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Onwards to the Level 3 clue room from Series 7. (AKA Level 2's clueroom from Series 8 )





And now for a special guest from Series 4-5. A fully animated skull ghost along with sound effects



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And now the Brollachan can be fed with knowledge . Like the original, you walk to a certain point in the room and the Brollachan fades in with the same Gong sound. Once you've finished feeding it knowledge, it'll fade out again





High resolution images:
Video:
https://www.youtube.com/watch?v=hQ5SO2c6Rhg
No consequences for lying to it right now. As it was technically robbed of its knowledge, it seems impossible for it to be in a position for it to kill a dungeoneer as it wouldn't know if it was being lied to. Any idea if the people behind Knightmare had any death sequences planned for the Brollachan?
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And now onward to the interior of Marblehead Fortress





Which leads us to the entrance to the corridor of blades as it appeared in Series 8 complete with spinning blade and original sound effect


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Hi James,
I just wanted to say how much I've been enjoying your Oculus Rift takes on Knightmare. Whilst not being able to officially make a comment until now, I have been watching the vids almost as soon as you've posted them up here on the forum. The Corridor of Blades was particularly eye popping (liked how its possible to turn and watch the blade as it whizzes past) and the Causeway, Play Your Cards Right and moving block rooms are other notable favourites.
Keep them coming. Great work.
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Good call.
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Thank you all so much for your support with this. It really does mean a lot to me
And now we have the Snap Dragon Tunnels from Series 8 complete with animated Snap Dragons! The walls have been made brighter to compensate for the darkness in the Rift. Those Dragons look huge in the Rift








High resolution images:
Video:
https://www.youtube.com/watch?v=IPXECy_Rk4E
Depending on the way motion capture tech evolves and eventually sees somekind of release, I can envision reanimating these snap dragons with my arms/hands to really give it that authentic "glove puppet" look to it.
Unfortunately capturing images/videos via the mirror screen right now results in trails/blurring which does reduce the image quality. In the rift, it's much sharper (with the exception of the "Screen Door Effect" which should hopefully be less of an issue once CV1 comes out next year)
With the Dragon Asset that I purchased from the Unity Store, I'm hopeful that this'll eventually pave the way for encounters with Smirkenorf/Bal-Sheba and if I can get my head around the coding, mayby even fully fledged Dragon flights between levels.
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