Exploring the world of Knightmare with Oculus Rift
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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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Thanks for bringing that to my attention. I wasn't aware that VRFocus had made an article on the project. Image below is a WIP of the Mills of Doom that I have been steadily working on recently. The cogs turn right now, the cog on the support rotates and moves up and down accordingly. Sound is pretty much done. Still need to implement the pendulum, floating object thing that moves back and forth? and make a bat fly past periodically. And yes, it's possible to fall between the teeth of the cogs and die


Full resolution image here:
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Image below is a WIP of the Mills of Doom that I have been steadily working on recently. The cogs turn right now, the cog on the support rotates and moves up and down accordingly. Sound is pretty much done. Still need to implement the pendulum, floating object thing that moves back and forth? and make a bat fly past periodically. And yes, it's possible to fall between the teeth of the cogs and die


Awesome, I can't wait to see what a Mills of Doom death would be like!
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Mills of Doom from Series 2 now finished. Featuring authentic sound effects and an animated bat that flies past occasionally .







Falling between the gaps of the cogs is naturally an insta-kill

Video:
https://www.youtube.com/watch?v=3s6cCtXLAu8
High res screenshots:
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Falling between the gaps of the cogs is naturally an insta-kill
I've always wondered how this would work. Despite the title containing the words "of Doom" and the massive chasm above which the Mills were suspended, it didn't seem like a massively deadly room, not least because the Mills themselves didn't rotate and the dungeoneers always seemed to be able to walk across the gaps between cogs without any problems!
A good example of how scary Knightmare can be even in a room which poses no threat and got no kills.
Adding the ability to die makes this a much better room! And the animated bat is a nice touch too!
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And the animated bat is a nice touch too!
Agreed, I love these little details! And it's so cool to see this room from all kinds of unusual angles.
James, have you thought about doing Slice Me Dice Me from KMVR / Geek Week, or would the jumping between platforms not be possible?
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I had been pondering on the possibility of doing the Slice Me Dice Me room at some point. Jumping is definitely not a problem as it was a requirement for the play your cards right room. Animating it should be reasonably simple and putting down triggers on the wrong tiles to make them fall away should be pretty simple stuff.
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With the release of Leap Motions Orion driver which greatly improves the tracking quality, I thought I'd try integrating it into the Play Your Cards Right puzzle. Being able to see your hands in VR really goes a long way in increasing the sense of presence. With the Leap Motion in, you physically need to reach out and touch the cards After adding it in, I replaced the blocks with ones that have smooth edges to be more in line with the original and upgraded the scripts so I have greater control of the animations. The cards now progressively appear like the original, the previous block goes back in as you progress through the puzzle and unlike the previous version, touching the wrong card results in the block visibly going back in (used to disappear before).


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