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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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  • 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.

        https://www.twicetwice.co.uk/

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        • J
          J
          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
            J
            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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                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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                    • J
                      J
                      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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                        Canadanne
                        wrote on last edited by
                        #48

                        One of the fireballs properly made me jump!

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                        • J
                          J
                          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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                          • J
                            J
                            jamesuk
                            wrote on last edited by
                            #50

                            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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                              Canadanne
                              wrote on last edited by
                              #51

                              Scary!! Hahahaha, I love the last clip.

                              Enjoyed reading the article on the main site, btw!

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                              • P
                                P
                                pjmlfc05
                                wrote on last edited by
                                #52

                                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.

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                                • J
                                  J
                                  jamesuk
                                  wrote on last edited by
                                  #53

                                  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.

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                                  • C
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                                    Canadanne
                                    wrote on last edited by
                                    #54

                                    I never could make sense of that causeway, with the numbers randomly changing every few seconds! Very confusing. The video looks good though.

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                                    • P
                                      P
                                      pjmlfc05
                                      wrote on last edited by
                                      #55

                                      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!

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                                      • J
                                        J
                                        jamesuk
                                        wrote on last edited by
                                        #56

                                        And now we have the first recreation from Series 3. Dwarf Tunnels complete with animated Bats that swoop into your path!.

                                        EEEEK!!!

                                        High resolution images: http://imgur.com/a/neUK2

                                        Video: https://www.youtube.com/watch?v=TEzwk3a_Ke4

                                        Not much to say about these as they're essentially nothing more than point A to point B. I'll eventually be adding the different colour variations for completions sakes.

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                                        • C
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                                          Canadanne
                                          wrote on last edited by
                                          #57

                                          I love the bats!

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