Exploring the world of Knightmare with Oculus Rift
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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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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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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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The bats along with their squeaking noise are indeed really good, and I especially liked the peering round into the arches to the left and right of the dwarf tunnel, something that of course never happened in Series 3 itself! Although I've always wondered what would happen if the dungeoneer walked into one of those arches instead of taking the obligatory exit directly ahead....
Nonetheless, great work as usual.
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These are marvellous, James. Thank you. You are certainly keeping up the good work - and 'good' is an understatement. The website VR Focus recently picked up on the Knightmare.com article and your work, so well done for that as well.
The Series 3 dwarf tunnels got away with being basic because the emphasis was on keeping the dungeoneer moving. Your version is atmospheric in different ways and gives an enhanced sense of claustrophobia.
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