Exploring the world of Knightmare with Oculus Rift
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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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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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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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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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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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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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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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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.
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