Exploring the world of Knightmare with Oculus Rift
- HobGoblin
- Staff
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Re: Exploring the world of Knightmare with Oculus Rift
Wow, these are fantastic! Thanks for posting.
Although this doesn’t necessarily have to ‘lead to’ anything (it’s a joyous piece of fandom in its own right) it does get me very excited about VR and the possible future of Knightmare.
The buzz coming out of E3 seems to say that VR which actually works (as opposed to the awful 90s version) has arrived on the high-street and is going to revolutionise gaming and story-telling. As KM straddles both these strands surely there’s some kind of future application?
As far as gaming is concerned, being able to be a dungeoneer in a fully immersive 3d world would be the ultimate gaming experience for a KM fan? This moves the brand away from TV but I for one would still be very interested in such an idea. The recent announcement that the Crystal Maze is coming back as a live experience suggests that retro shows might have a future that’s more ‘doing’ than ‘viewing’ and a well-written Knightmare VR (!) with great puzzles, stories and characters could be a great success.
That’s not to say consumption of KM has to be so active though. The sort of 360 degree film-making that Google have been exploring – whereby action happens all around and the viewer chooses where/when to look – could also be used by the Watchers as a quest is in progress. No two viewers would have the exact same experience and quests could be viewed repeatedly from different angles (this is far more interesting than the viewer simply following the dungeoneer’s POV exactly as this actually removes the drama of seeing them in relation to hazards – which is what creates tension in the KM viewing experience).
I think that considering this technology as a ‘sight’ potion equivalent misses the point slightly. Aside from the fact this breaks a core gameplay mechanic, this headset isn’t for the dungeoneer – it’s for the player/viewer!
If I had time I’d think about all this in a bit more depth – it’s exciting!
Although this doesn’t necessarily have to ‘lead to’ anything (it’s a joyous piece of fandom in its own right) it does get me very excited about VR and the possible future of Knightmare.
The buzz coming out of E3 seems to say that VR which actually works (as opposed to the awful 90s version) has arrived on the high-street and is going to revolutionise gaming and story-telling. As KM straddles both these strands surely there’s some kind of future application?
As far as gaming is concerned, being able to be a dungeoneer in a fully immersive 3d world would be the ultimate gaming experience for a KM fan? This moves the brand away from TV but I for one would still be very interested in such an idea. The recent announcement that the Crystal Maze is coming back as a live experience suggests that retro shows might have a future that’s more ‘doing’ than ‘viewing’ and a well-written Knightmare VR (!) with great puzzles, stories and characters could be a great success.
That’s not to say consumption of KM has to be so active though. The sort of 360 degree film-making that Google have been exploring – whereby action happens all around and the viewer chooses where/when to look – could also be used by the Watchers as a quest is in progress. No two viewers would have the exact same experience and quests could be viewed repeatedly from different angles (this is far more interesting than the viewer simply following the dungeoneer’s POV exactly as this actually removes the drama of seeing them in relation to hazards – which is what creates tension in the KM viewing experience).
I think that considering this technology as a ‘sight’ potion equivalent misses the point slightly. Aside from the fact this breaks a core gameplay mechanic, this headset isn’t for the dungeoneer – it’s for the player/viewer!
If I had time I’d think about all this in a bit more depth – it’s exciting!
Extreme warning team, a Hobgoblin in the level!
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- Fright Knight
- Posts: 1932
- Joined: 06 Mar 2003, 10:27
- Location: Isle of Wight
Re: Exploring the world of Knightmare with Oculus Rift
Indeed Hobgoblin
the way I like to see it is the more inspiration there is the more that something new can be possible. Knightmare was a huge hit back then we all know that, and to see it on an HMV/GAME shelf would be absolutely radical and (IMHO) a killer of a sell.
Yes I know the likelihood is rather slim to none, but it does give me some kind of enlightenment that we can kickstart something special
even if it is a one off

Yes I know the likelihood is rather slim to none, but it does give me some kind of enlightenment that we can kickstart something special

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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
There's an article over at VRFocus which discusses the theoretical mechanics of a Knightmare VR game as well as a bit of history of Knightmare and briefly touches on the VR element of the Knightmare VR pilot.
http://vrfocus.com/archives/12922/make- ... nightmare/
http://vrfocus.com/archives/12922/make- ... nightmare/
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- Fright Knight
- Posts: 1932
- Joined: 06 Mar 2003, 10:27
- Location: Isle of Wight
Re: Exploring the world of Knightmare with Oculus Rift
Thankyou my good man
I'll have a good look at that during a quiet moment
Oh and Mystara, I took a look at the pilot and that's some pretty cool material you've done there

Oh and Mystara, I took a look at the pilot and that's some pretty cool material you've done there

- Mystara
- Administrator
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- Contact:
Re: Exploring the world of Knightmare with Oculus Rift
Thanks 
Though we're now well beyond the pilot. We actually ended up moving to a new engine after the pilot, which is might higher quality. We've got (at last count) about 55 different dungeon rooms/puzzles all designed and modelled. I'm now just scripting them and am coming up to about half way on that.
Then it just needs testing and it's done!

Though we're now well beyond the pilot. We actually ended up moving to a new engine after the pilot, which is might higher quality. We've got (at last count) about 55 different dungeon rooms/puzzles all designed and modelled. I'm now just scripting them and am coming up to about half way on that.
Then it just needs testing and it's done!
Alan Boyd
Website: https://www.twicetwice.co.uk/
Website: https://www.twicetwice.co.uk/
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Was supposed to have this posted back on the 18th June but my GTX 480 literally died on me just as I was about to upload it to Youtube. Anyone familiar with the winning quest of Series 6 will recognise this 







Video
https://www.youtube.com/watch?v=6C9zo7ICBHM
HD Images
http://i.imgur.com/TVmfIVd.jpg
http://i.imgur.com/47UsgOO.jpg
http://i.imgur.com/D9djlJW.jpg
http://i.imgur.com/dxjTUzf.jpg
http://i.imgur.com/iNlsrBT.jpg
http://i.imgur.com/UGVlsRI.jpg
http://i.imgur.com/S1MFtQC.jpg
http://i.imgur.com/zKFlfwC.jpg








Video
https://www.youtube.com/watch?v=6C9zo7ICBHM
HD Images
http://i.imgur.com/TVmfIVd.jpg
http://i.imgur.com/47UsgOO.jpg
http://i.imgur.com/D9djlJW.jpg
http://i.imgur.com/dxjTUzf.jpg
http://i.imgur.com/iNlsrBT.jpg
http://i.imgur.com/UGVlsRI.jpg
http://i.imgur.com/S1MFtQC.jpg
http://i.imgur.com/zKFlfwC.jpg
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- Fright Knight
- Posts: 1932
- Joined: 06 Mar 2003, 10:27
- Location: Isle of Wight
Re: Exploring the world of Knightmare with Oculus Rift
That it wicked my good man
maybe you should hook up with Mystara and discuss some plans on working with each other
I think you'd both be beneficial to each other. Just a thought, heh


If the only way is onward how would you get home for tea?? 

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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Been a while since I touched this so I thought I'd cook something up during the Bank Holiday break. The Elements Causeway from Series 5.






More screenshots + fullres versions here:
http://imgur.com/a/mnfs7
Video here:
https://www.youtube.com/watch?v=G_YAJRqmraA
The irregular aspect ratios of the images/video are down to the new implementation that the rift outputs when it's mirrored to the main screen. It looks perfectly fine in the Rift itself.
Unlike the great causeway which was one animation, I split this one into several animations which allowed for easier control of the room. This one will respond appropriately to the player walking on the incorrect hexagons






More screenshots + fullres versions here:
http://imgur.com/a/mnfs7
Video here:
https://www.youtube.com/watch?v=G_YAJRqmraA
The irregular aspect ratios of the images/video are down to the new implementation that the rift outputs when it's mirrored to the main screen. It looks perfectly fine in the Rift itself.
Unlike the great causeway which was one animation, I split this one into several animations which allowed for easier control of the room. This one will respond appropriately to the player walking on the incorrect hexagons

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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Another thing I've been working on today. A basic recreation of Castle Ghastly from Broadswords Virtually Impossible. Very much WIP right now. Not sure how far it's going to get due to a lack of reference material to work with.



High res images:
http://imgur.com/a/6bcLm
Video:
https://www.youtube.com/watch?v=6Nbs8p3ntE4



High res images:
http://imgur.com/a/6bcLm
Video:
https://www.youtube.com/watch?v=6Nbs8p3ntE4
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Now have the Play Your Cards Right puzzle from Series 7-8 in place. I have a basic implementation of the puzzle in place now so you press a button on the control pad to touch the appropriate card to make the next platform come out. I can't implement Leap Motion support into it right now as the particular implementation of the Rift I'm using right now doesn't support Leap Motions "Image Hands" at the moment. Really hoping to actually have reach out and touch the cards in the future. 
I can't figure out how to assign multiple animations to script functions right now so touching the wrong card removes the block beneathe you at the moment and I can't get animation of the blocks to move in as you progress through the puzzle. Not following suite will send you tumbling into the darkness below along with a complimentary "oooh nasty".





Full resolution images:
http://imgur.com/a/Xf8GD
Video:
https://www.youtube.com/watch?v=bKoSQGugDP4

I can't figure out how to assign multiple animations to script functions right now so touching the wrong card removes the block beneathe you at the moment and I can't get animation of the blocks to move in as you progress through the puzzle. Not following suite will send you tumbling into the darkness below along with a complimentary "oooh nasty".






Full resolution images:
http://imgur.com/a/Xf8GD
Video:
https://www.youtube.com/watch?v=bKoSQGugDP4
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- Knight
- Posts: 610
- Joined: 23 Aug 2012, 20:58
- Location: Hampshire
Re: Exploring the world of Knightmare with Oculus Rift
Great stuff once again! The play your cards right room is very daunting from the perspective you get. It looks a long way down!
Loved the bit incorporating Simon's team. When the wrong card was touched, the view from when falling down was immense!
Keep up the great work James.
Loved the bit incorporating Simon's team. When the wrong card was touched, the view from when falling down was immense!
Keep up the great work James.

The only way is onward, there is no turning back.
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- Fright Knight
- Posts: 2032
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- Location: Poole, Dorset
- Contact:
Re: Exploring the world of Knightmare with Oculus Rift
These are all so brilliant!
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
And now we have the coridoors of what I think is Castle Linghorn from Series 8. The sense of scale when you're wearing the rift is amazing:



High resolution images:
http://imgur.com/a/zWqYK
The images/colours are brighter to compensate for the darkness of the screen in the rift. The brightness in the video is closer to how it looks in the rift.
Video:
https://www.youtube.com/watch?v=c4lq2ujuBW8
The lighting could probably do with a bit of fine tuning. Difficult to do with Rift development right now as dark areas are very prone to smearing on the Rift.




High resolution images:
http://imgur.com/a/zWqYK
The images/colours are brighter to compensate for the darkness of the screen in the rift. The brightness in the video is closer to how it looks in the rift.
Video:
https://www.youtube.com/watch?v=c4lq2ujuBW8
The lighting could probably do with a bit of fine tuning. Difficult to do with Rift development right now as dark areas are very prone to smearing on the Rift.
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- Dungeoneer
- Posts: 39
- Joined: 09 Jun 2015, 17:12
Re: Exploring the world of Knightmare with Oculus Rift
Just realised that the video I uploaded was an old version where there was a lighting irregularity at the crossroads (The support pillars are overly bright). I'll upload a replacement video tomorrow.
- wombstar
- Level 3 Dungeoneer
- Posts: 494
- Joined: 12 May 2013, 22:25
Re: Exploring the world of Knightmare with Oculus Rift
wow, you're a real wizard with this stuff. 

It's always the cracked ones that let the light in
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