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  3. Exploring the world of Knightmare with Oculus Rift

Exploring the world of Knightmare with Oculus Rift

Scheduled Pinned Locked Moved Fan Creations
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  • wombstarW
    wombstarW
    wombstar
    wrote on last edited by
    #30

    wow, you're a real wizard with this stuff.

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    • J
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      jamesuk
      wrote on last edited by
      #31

      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:

      http://imgur.com/a/yv2NN

      Video:

      https://www.youtube.com/watch?v=dSv0CnN7Fe8

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      • J
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        jamesuk
        wrote on last edited by
        #32

        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.

        High resolution images:

        http://imgur.com/a/I041r

        Video:

        https://www.youtube.com/watch?v=K9wm8mvjjK8

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        • J
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          jamesuk
          wrote on last edited by
          #33

          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:

          http://imgur.com/a/TVIdW

          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.

          High resolution images:

          http://imgur.com/a/seudV

          Video:

          https://www.youtube.com/watch?v=CYArtmvdmmI

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            jamesuk
            wrote on last edited by
            #34

            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

            High resolution images:

            http://imgur.com/a/5FVbs

            Video:

            https://www.youtube.com/watch?v=o6aTwlBeZjI

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            • J
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              jamesuk
              wrote on last edited by
              #35

              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

              High resolution images:

              http://imgur.com/a/fxBcH

              Video:

              https://www.youtube.com/watch?v=Q9VvSvexXWo

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                jamesuk
                wrote on last edited by
                #36

                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:

                http://imgur.com/a/o1ZPl

                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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                  jamesuk
                  wrote on last edited by
                  #37

                  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

                  High resolution images:

                  http://imgur.com/a/Yo83O

                  Video:

                  https://www.youtube.com/watch?v=O_rQBA1HN7I

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                  • JamesAJ
                    JamesAJ
                    JamesA
                    wrote on last edited by
                    #38

                    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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                      Canadanne
                      wrote on last edited by
                      #39

                      This thread deserves a Merit medal in my opinion! Amazing work, I've absolutely loved every video.

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                      • MystaraM
                        MystaraM
                        Mystara
                        Administrators
                        wrote on last edited by
                        #40

                        Good call.

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                          jamesuk
                          wrote on last edited by
                          #41

                          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:

                          http://imgur.com/a/lYCd9

                          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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                          • J
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                            jamesuk
                            wrote on last edited by
                            #42

                            A couple of other items that I've been working on this week. We now have the room where the Dungeoneer would usually meet Stiletto or a Combination Lock puzzle. Not much to say here. Was mirrored in some cases so that'll be the case in the future here.

                            And now we have Smirkenorffs holding area from Series 8 with interactive Smirkenorff that speaks to you Really hoping I can get him back up into the skies in the future.

                            High resolution images: http://imgur.com/a/UFIM5

                            Video: https://www.youtube.com/watch?v=8kWggRtOCpE

                            I now have an instant death system implemented! Complete with classic skull animation and sound effects. I have reanimated it from scratch to take advantage of the 3D stereoscopic effects. Will need to adjust the animation of this in the future as I accidentally animated this in a 4:3 ratio and make the jaw/skull top double sided so they don't disappear.

                            The Coridoor of Blades can now claim more victims! For the blades, I'll most likely be implementing the blood splat from Daniels (Series 8 ) death in the future.

                            The Snap Dragons killed our poor dungeoneer right at the beginning of the quest.

                            High resolution images: http://imgur.com/a/3qRxY

                            Video: https://www.youtube.com/watch?v=NESk7ajtUfg

                            Along with the death system, I also now have a basic gameover screen implemented which give the player the option to restart the room and quit the game. The "Go back to Antechamber" option is a placeholder for now. Will probably revisit the look of the gameover screen at somepoint. I'll eventually make a main menu which'll likely feature an option to play single rooms. Ideally, the backdrop of the main menu would be a 3D version of the Antechamber.

                            Exiting the game causes Tregard to spell cast DISMISS which then makes the game exit to the desktop . The letters appear individually as Treguard says them out which is a nice touch. The blurry text has since been fixed (oversight in how the system worked due to inexperience)

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                            • wombstarW
                              wombstarW
                              wombstar
                              wrote on last edited by
                              #43

                              it's like having a real tour of the dungeon.

                              I shall look forward to the gory version of the death by blades

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                              • C
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                                Canadanne
                                wrote on last edited by
                                #44

                                it's like having a real tour of the dungeon.

                                It really is! So cool!

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                                • P
                                  P
                                  pjmlfc05
                                  wrote on last edited by
                                  #45

                                  Loving the skull animation and sound effects! Very exciting stuff and looking forward to seeing more of your great work.

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                                  • EvelynMasonE
                                    EvelynMasonE
                                    EvelynMason
                                    wrote on last edited by
                                    #46

                                    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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                                      jamesuk
                                      wrote on last edited by
                                      #47

                                      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.

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                                      • C
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                                        Canadanne
                                        wrote on last edited by
                                        #48

                                        One of the fireballs properly made me jump!

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                                          jamesuk
                                          wrote on last edited by
                                          #49

                                          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

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