Holon Palace will be my first major project with UE4.
I am interested in creating powerful VR/Oculus experiences, through world building. I’ll be focusing on three key features/mechanics:
(1) Unique worlds, full of landscape, art, architecture, and lore. All of which are synthesized.
(2) Living breathing nature, creatures, machines, infrastructure, and architecture. All of which behave on their own, with each other, or with the player (see #3). Emergence is a goal.
(3) Player is their own self, in first person. No avatar or character projected onto you. Input should be noninvasive. Interaction is done via proximity and motion. The world and its inhabitants should react to you in diverse ways. Give the player something interesting to look at, so they don’t even feel the need to move. Give the player something to be excited to walk into, curious about how it will react. This duality is a core mechanic.
Yes, I’m describing walking simulators. I’m ok with this. I love going for walks. But irl, with its city streets and arboretums and supermarkets, is quite alive and always fascinating to watch. I think walking simulators can reach similar levels of gaze worthiness. That’s what I want to try. Also I think VR, with its enhanced immersion and presence, is going to really help make this more possible than ever.
These are the kinds of games I want to play. These are the kinds of games I plan to make. Holon Palace will be my first attempt at it, implementing the best I can the above features, with specific themes and aesthetic in mind (more on this in a future post).
Disclaimer: this is my first devlog; ever! Don’t know what I’m doing. But I hope to document my progress (duh). To share resources as I find and learn from them. To answer UE4 dev questions, if you wonder about how I did something. And to hopefully inspire excitement about this kind of game. I don’t think I’m alone in wanting these kinds of worlds.
I’d love for any thoughts, encouragements, resources, suggestions, or examples of games which do this. Or just anything.
Have you had a “stop and watch” experience in a game?