Exploring the world of Knightmare with Oculus Rift
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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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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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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):
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Fixed the cylinder bug in the Moving Blocks room (thanks Beefybeef).
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The Great Causeway block bug was fixed duing the restructure (thanks Beefybeef).
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Choosing the wrong card in the Play Your Cards Right room now uses the correct sound.
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Skull death animation added to room view of Block and Tackle to make it more inline with original program.
HD Images:
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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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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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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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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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:
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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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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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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Hi James
I have seen the fantastic work you have done here. Its all nicely put together and the detail is excellent. My favourite would have to be Smirkenorf video as it is visually stunning but I also like the Play Your Cards Right and clue rooms.
The CoB is fabulous but I struggle to watch that room due to memories of being scared witless as a 6/7 year old in 1990. Its too accurate!
Take a bow, you are a real star. BRAVO!
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Thanks for all the feedback so far. Just a quick post to let you know that I am still here. I really should do a bit more work on this at somepoint.
Seeing the videos is one thing but to actually put the Rift on and see the rooms around you in true to life 1:1 scale is completely different
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Wow, this is unbelievable!
This thread has been absolutely fantastic to read through - experiencing the dungeon first hand is great! I can only imagine how awesome it must be to actually see it through the rift.
The video with the massive snap dragons in the dwarf tunnels actually made me jump out of my skin. Great work. I notice there is a hole in the ceiling in the final part of the tunnel. Was something supposed to appear there?
And you have put so much effort into the sound effects and music too, as well as the graphics. Actually looking down and seeing the causeway pieces fall away into oblivion was excellent.
Do you plan to recreate some of the earlier rooms (either the castle ruin photos or the early dungeon room paintings) in 3D? I'd love to see a version of the castle ruin where Lord Fear's massive hand comes down!
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Thanks for the feedback
Look at Episode 1 of Series 8. About 5 minutes in, you'll see there's a hole in the ceiling hence why I put it in there.
As for the earlier rooms, due to the highly detailed hand painted nature of them, it's highly unlikely at this point that I'll try to recreate them in 3D. I'd love to put them in though.
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