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  3. Exploring the world of Knightmare with Oculus Rift

Exploring the world of Knightmare with Oculus Rift

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  • J
    J
    jamesuk
    wrote on last edited by
    #80

    Thanks again for all your feedback .

    Having been relegated to being in a stable for Series 8, Smirkenorf once again takes to the skies to give Dungeoneers lifts to Level 2. \O/

    Welcome back 1993 SGI terrain

    I've since been learning Unity3D's terrain/foliage system so expect some more terrains to be in line with the original flight sequences at somepoint in the future, maybe Wolfingdon and the castles and Eyeshield sequences in woods.

    Along with this, I've made the beginnings of an inventory system that follows the original two item rule. Smirkenorf will say something different depending on wether you give him the Dragon Mint or the Firestone. Taking the key here is required to make the door in the next room open. If you don't take it, you'll technically be in losing status and will have to take the alternative exit as the door will not open otherwise. As seen in the video, the items persist between the clue room and Smirkenorfs flight area which is quite a major step forward with regards to eventually implementing somekind of quest progression. (still need to implement NPCs at somepoint Gulp ) At somepoint, I'd really like to try implement the status bar used in Series 4 onwards to show the items in the players possession and to make it just that extra bit more authentic.

    Video : https://www.youtube.com/watch?v=6UjB3f7bZsc

    High-res images : http://imgur.com/a/bzHPu

    With the release of CV1, I have now updated KnightmareVR to use the final Rift SDK. I now feel ready to release a beta version of this for you to play around with as long as you have a DK2/CV1 Rift.

    Download link:

    http://www.mediafire.com/download/2ssr7kzp6fg8qm7/KnightmareVRPrototype.zip

    Controls (X-Box 360 pad)

    B - Use (Only used in Sewers of Goth slime version and for sitting on Smirkenorfs Saddle)

    A - Jump

    Left Stick - Move Forwards/Backwards/Strafe

    Right Stick - Turn Left/Right

    D Pad - Navigate Menus

    Keyboard Controls

    R - Reset camera position

    M - Show room camera on monitor (only on certain rooms right now)

    Escape - Quit to desktop

    Known bugs:

    1. You can fall off the Dragon in the test flight area if your not careful. Just stay squarely on his back for now.

    2. After playing through the smirkenorf item test area, sometimes it still thinks you have the items on a 2nd playthrough. Restart the game to work around this.

    3. Start Quest button in main menu is a placeholder right now. Pressing it just takes you back to the main menu.

    4. Before you sit in the boat/saddle, you have to look straight ahead otherwise the camera will go out of alignment.

    Bare in mind that a Leap Motion is required for the Play Your Cards Right puzzle room, The Runes Puzzle Room and the Smirkenorf Flight Test areas. When an industry standard can be established in terms of motion controls wether it be the Vives Motion Controls or the Oculus Touch ect ect, I'll update it to utilise them. It's not clear what the universal standard is right now but given how young VR is, it's difficult to support all the standards in one go along with cost limitations of being able to access the hardware itself to test with. Some of the rooms like the Causeways will be undergoing internal restructuring at somepoint as since I made those, I have learnt more about scripting and want to implement a system for myself to make the creation of new causeways much quicker as they're currently tied too closely to the animation.

    Having been working on this for the past 10 months, this has progressed well beyond what I originally envisioned. Starting life as a basic room viewer, the foundations/rules of the original program are beginning to manifest themselves through programming/scripting which I never thought I'd be capable of. I once again thank you all for your support for giving me the motivation I need to work on this.

    The two pictures below are of the Smirkenorf test area in its earliest form before I started adding all the geometry and voice triggers.

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    • JamesAJ
      JamesAJ
      JamesA
      wrote on last edited by
      #81

      Dragon flight video is absolutely superb, well done.

      Just a suggestion for the final room clip where the dungeoneer has failed to take the key - maybe have the red dragon lying in wait to kill them off as a result of taking the alternative door, perhaps?

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        P
        pjmlfc05
        wrote on last edited by
        #82

        Awesome work as always! Did like the hands bashing the door!!

        Great to see Smirkenorf in his full glory and not confined to his stable as he was in s8. Can't wait to see what's next!

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        • C
          C
          Canadanne
          wrote on last edited by
          #83

          Excellent stuff as ever! I particularly like the tail view of Smirky that you never see in the show. That looks more like an elvenstone than a dragon mint, though.

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          • B
            B
            Beefybeef
            wrote on last edited by
            #84

            Wow amazing.

            I had a quick look at the beta which is really impressive, it really is great to see these rooms replicated in all their glory. I can't emphasise enough how good your work is.

            A few comments if others haven't made these already. Please don't take these as gospel as I haven't yet got an Oculus so can't say if these issues will be replicated if played as intended, best to wait for others who have to make sure any issues are replicated.

            -The Block and Tackle is really fun, and very unpredictable.

            -Really like the multiples of 7 causeway, quite challenging too and great to see how this might have worked.

            -I get stuck on the 5 on the Great Causeway, it seems to block passage.

            -Play Your Cards Right is an excellent replication of the original

            -The Death by Spears for me is too quick, maybe this should be slowed down?

            -The dungeoneer sprite for the moving block puzzle is just a blob. (But fine for the fireball version)

            Great work.

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            • J
              J
              jamesuk
              wrote on last edited by
              #85

              Thanks for the feedback. I think the Great Causeway got broke with one of the updates to Unity a while back. It was one of the earlier rooms I made so have'nt put back a lot of the programming code in that I've since learnt. At somepoint, I am intending to rewrite my causeway system as it's currently tied too closely to premade animations which doesn't give me much control over how it runs. That and it'll allow me to make new causeways much more quickly. Plus when I re-write it, I'll have an opportunity to add in an anti-cheat system to stop the dungeoneer running across the causeway causing Tim Child to scream blue murder

              The Death of Spears like the Causeways will again need to be refactored in someway as it's currently a pre-set animation which doesn't give me much control of how it runs.

              Could you show me the dungeoneer sprite on the moving block puzzle please. I don't recall adding a dungeoneer in as a sprite. Is it a white cylinder? If so, that was an early placeholder dungeoneer model that I may have overlooked

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              • B
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                Beefybeef
                wrote on last edited by
                #86

                Sorry you are right, it's a white cylinder as below.

                Hope this helps.

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                • J
                  J
                  jamesuk
                  wrote on last edited by
                  #87

                  The Causeway Update

                  As I explained previously, one of the problems I originally had due to inexperience was how I made my causeways. I basically animated each block individually which is all fine and good but it meant that I had to keep reanimating them if I wanted to do another Causeway which is more than a bit time consuming and monotonous. I've now written a script for myself which enables me to create new Causeways much more quickly as I'm now dependent on Unitys physics system instead of being tied to pre-made animations.

                  The Path of Defence Causeway

                  The Red, Blue, Green & Grey Causeway

                  The Rock Paper Scissors Causeway

                  The Great Causeway from Series 6 has been restructured to use the new sytem. Using my new knowledge of scripting, the F-I-N-D puzzle is now fully functional with the same sound effects and the blocks actually change to yellow like in the original program. The background I originally used in my 3DS Max recreation from 2012 has now been added and is visible in the room camera view which gives it a more faithful look inline with the program for the watchers. The background sounds here have been enhanced with crossfades. You'll notice this during the FIND puzzle.

                  Ragdoll deaths have now been added for all the Causeways which look much more realistic than the original program The ragdolls are still a tad inconsistent for some reason...

                  Forgot to mention this in the previous update. I started revising the lighting/texturing in some of the CGI rooms using high resolution PBR materials which made them much more visually pleasing to look at. I may consider giving the coridoor of blades/Block and Tackle HD textures at somepoint but I will provide an option to play with the original textures if you wish.

                  Other changes (some previously forgot to mention):

                  1. Fixed the cylinder bug in the Moving Blocks room (thanks Beefybeef).

                  2. The Great Causeway block bug was fixed duing the restructure (thanks Beefybeef).

                  3. Choosing the wrong card in the Play Your Cards Right room now uses the correct sound.

                  4. Skull death animation added to room view of Block and Tackle to make it more inline with original program.

                  HD Images:

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

                  Videos:

                  https://www.youtube.com/watch?v=E2EM5p6mANY

                  https://www.youtube.com/watch?v=awES-k3o9LU

                  https://www.youtube.com/watch?v=63dhYvBO7Jk

                  https://www.youtube.com/watch?v=rX2i_zZ1Pz8

                  https://www.youtube.com/watch?v=WbqQo9gV2RQ

                  Updated demo with new revisions available here:

                  http://www.mediafire.com/download/95diooe4mtd02iy/KnightmareVRPrototype.rar

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                  • D
                    D
                    Drassil
                    Senior staff
                    wrote on last edited by
                    #88

                    Well done, James. Truly stunning. I preferred Knightmare's causeways in their music-free, timer-free state and you've done a great job of capturing their raw tension.

                    An article came out this week titled Why you really don't want Knightmare in VR. It's hard to tell whether the author was aware of your project when writing it. It seems odd that they wouldn't check, but either way, there's nothing in the article that should discourage you.

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                    • C
                      C
                      Canadanne
                      wrote on last edited by
                      #89

                      As someone who doesn't like heights, the view from a Causeway makes me slightly queasy!!

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                      • P
                        P
                        pjmlfc05
                        wrote on last edited by
                        #90

                        I think the ragdoll effect is fine! Much better then when a dungeoneer perished in the programme itself.

                        Also like the lighting and texture of play your cards right. Really eerie looking!

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                        • B
                          B
                          Beefybeef
                          wrote on last edited by
                          #91

                          Love the causeways, these were one of my favourites, think I preferred them over the series 6 ones with the numbers. The different themes made things more interesting when worked into the quests.

                          It would be really good to be able to switch between first person and ragdoll view if this is possible.

                          This makes me really want an Oculus....

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                          • J
                            J
                            jamesuk
                            wrote on last edited by
                            #92

                            If you're referring to a first person ragdoll view through the Oculus Rift, it would cause instant motion sickness. One of the main rules with VR development is to strictly avoid moving the players view too much otherwise it will cause discomfort. Even when I was playing Luckys Tale a couple of weeks ago, it took me a while to get used to that due to how the camera moves around.

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                            • B
                              B
                              Beefybeef
                              wrote on last edited by
                              #93

                              I see, I read somewhere avoiding motion sickness was a major issue with VR!

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                              • J
                                J
                                jamesuk
                                wrote on last edited by
                                #94

                                Time for another update. I've implemented the first variant of the Blocker as seen in Series 5/6. I had to animate a morph in 3DS Max in order to make the face seamlessly come out of the wall. Naturally, all the sound effects are intact. The disappearing effect was done by creating a wall with 3D blocks and then making every couple of blocks move back and to the side by 1 or 2 frames to try and emulate the quick zipping effect. Kinda tricky at first as the frame timings had to be specific.

                                Room perspective

                                Give the Blocker the wrong password and your going down the hatch

                                Arrgggg!

                                Looks like the remains of Chris are still here after all these years.

                                The ragdoll effect here looks quite a bit better than the original animated 2D cardboard cutout getting sucked into the mouth

                                High resolution images:

                                http://imgur.com/a/EAJLu

                                Video:

                                https://www.youtube.com/watch?v=vpaFz8yu2pI

                                Updated demo:

                                http://www.mediafire.com/download/s56yoamea42bsw6/KnightmareVRPrototype.rar

                                Second Blocker variant hopefully to come once I can figure out an optimal way of recreating the wall morph (gulp as it's significantly more complex than this one geometry/structure wise).

                                On a slightly unrelated note, was it Tim Child that said password? The Orc in the Knightmare VR pilot who was voiced by Tim Child IIRC just sounds quite similar.

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                                • S
                                  S
                                  SLRCATCH
                                  wrote on last edited by
                                  #95

                                  Ooh. I could so play this right now.....I've got a question, can you do the Raining Fireballs Room from Series 8? Here's a clip: https://www.youtube.com/watch?v=0cz5dDqlMss

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                                  • P
                                    P
                                    pjmlfc05
                                    wrote on last edited by
                                    #96

                                    Awesome work as usual! Loved the pov when the blocker eats the dungeoneer!

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                                    • C
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                                      Canadanne
                                      wrote on last edited by
                                      #97

                                      LOL, Chris' skeleton is a nice touch, or a nasty one, depending on how you look at it!

                                      I have long suspected that the Blocker's voice is Tim for the same reason, but no-one has confirmed it as far as I'm aware.

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                                      • T
                                        T
                                        trainjames22
                                        wrote on last edited by
                                        #98

                                        it wouldn't be possible to play without the vr headset or is it if not it would be great as a non vr game as well. love your work anyway looks fantastic.

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                                        • F
                                          F
                                          Fidjit
                                          wrote on last edited by
                                          #99

                                          Your works getting better everyday dude. Keep it up

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