Tuesday 26 November 2013
Tuesday 19 November 2013
Where It All Starts
Since the start menu is the very first thing the player sees we wanted it to be memorable and functional (especially in the Rift). Our initial thoughts were to have the player spawn in a walkable area featuring a 3D Time Rifters logo, the game credits and 2 doors that would lead you to separate options and level selection rooms.
One major improvement that was made to the original design is that the options and level select are no longer in separate rooms, instead we have created interactive platforms where parts of the floor are buttons that when stepped on activate holographic walls.
I didn't think we would top the Caves level so quickly, but this is definitely our newest favorite area.
One major improvement that was made to the original design is that the options and level select are no longer in separate rooms, instead we have created interactive platforms where parts of the floor are buttons that when stepped on activate holographic walls.
I didn't think we would top the Caves level so quickly, but this is definitely our newest favorite area.
Tags:
Game,
Indie,
Level Select,
Oculus,
Oculus Rift,
Options,
Single-Player Co-Op,
Start,
Start Menu,
Time Rifters,
Video Game,
Virtual Reality,
VR,
VR Jam
Tuesday 12 November 2013
The Caves
Here is a sneak peek at our newest arena (which just happens to be our current favorite)
Tags:
Cave,
FPS,
Oculus,
Oculus Rift,
Single-Player Co-Op,
Spider,
Time Rifters,
Virtual Reality,
VR
Tuesday 5 November 2013
Tunnel Vision
We wanted to have at least one level where the world moves around the player (think of the original Half Life tram ride). This brought up the question, is it possible to make that experience comfortable in VR?
In theory it's the acceleration that causes some simulator sickness, not velocity. So if the platform is always moving at a constant speed in the same direction, then perhaps your brain will accept it.
Our first test started with just a platform that moves forward through a large tunnel. Then we added pillars to anchor the player's virtual body to the platform (preventing your entire FOV from being consumed by moving walls). Tinted glass panels were added to push the tunnel walls into the background. Finally, particles were added to provide additional visual cues for the movement.
This level is still an experiment in progress, but at least for now it seems like it is possible to have a moving level while maintaining a comfortable experience.
In theory it's the acceleration that causes some simulator sickness, not velocity. So if the platform is always moving at a constant speed in the same direction, then perhaps your brain will accept it.
Our first test started with just a platform that moves forward through a large tunnel. Then we added pillars to anchor the player's virtual body to the platform (preventing your entire FOV from being consumed by moving walls). Tinted glass panels were added to push the tunnel walls into the background. Finally, particles were added to provide additional visual cues for the movement.
This level is still an experiment in progress, but at least for now it seems like it is possible to have a moving level while maintaining a comfortable experience.
Tags:
Experiment,
FPS,
Game,
Indie,
Movement,
Oculus,
Oculus Rift,
Single-Player Co-Op,
Time Rifters,
Virtual Reality,
VR
Subscribe to:
Posts (Atom)