Ultima Underworld VR Remake

I don’t have anywhere to collect my progress yet or really any screens set up.

Since I started working on it I have put in:

  • Gathering assets I can use to prototype, mostly free with some packs like the Beggar and the fantasy props thrown in, and some dungeon piece packs.
  • Basic inventory (networked), customized to drop the item from your hand, including system for showing the item in your hand when it’s picked up (update: is now fully working, item is picked up and dropped from/to hand, ). Using the items, especially food, to recover the ever-ticking down hunger, also done!
  • Basic hunger system, with framework for WIP thirst system. Hunger has a meter, then goes into starvation. After starvation hits 0 it starts ticking damage on the player. (Lots of plans for additional gameplay for this, still WIP).
  • True first person
  • Beggar character model with animations (I exported the animations, clipped some to create new ones, and learned the animation system in the process) to replace the default guy
  • Torch with fire effects and light source (with life-size-ish flame)
  • My own animation (I’m not an artist) that makes it so the character holds the torch out, which blends with the walk/jump/idle etc, and ensures the fire effect doesn’t block the player view.
  • Preliminary IK setup (needs to have a PHaT asset created for the character to work well), brushed up on PHaT a little bit.
  • Imported about 100 of the props from a pack I have into the engine and hooked up materials for them
  • Early physics door (bump into it to make it swing open) with a neat little door asset.
  • Been working on hooking up the dungeon rooms and hallways I’m going to use, hooked up materials and collision for many of these.

Right now I’m laying down the base animation layer that will function if there are no motion controls, mostly because I don’t have budget for a Hydra (just got a wacom tablet, the DK2 is on order, and picked up Substance Painter yesterday on sale).

For the motion control I’m working on making a Playstation Move plugin for the engine so I can use that to prototype for the Hydra etc (will use almost the exact same interface as the Hydra since it’s based on Getnamo’s plugin). PS Move stuff is really cheap (got 2x of the ball controllers, camera, and navigation controller for $40 shipped). The API supports 5 ball controllers and can do multiple cameras, so I think that might be useful even for people that already have a Hydra for additional tracking. Plus it’s a cheap option for those that want Hydra-like gameplay and can’t get a hold of one.

Here’s a screenshot of the character in a test area with some decals.

A pic of some of the props (just a level I set up for importing stuff and getting the mats set up):

First person shot, with some of the decals (material is messed up a bit):

The props and character and such are just for prototyping.

Edit: Update - inventory system is working for food related stuff now - you can pick up various foods, with different hunger restore values, and they will properly restore food. Now to hook up death and respawn, and I have a basic game loop (I like to make gameplay work as early as possible).