An excerpt from the ~30 page audio script (again, the script actually doesn’t say redacted… maintaining some resemblance of a media blackout during development:
So we have a horror, -viz, and VR cross-mix. Sounds like a match made in heaven if you ask me
I’m hoping will be a “mandatory pick up and play”, as the script makes several “honorable mentions”, such as Room 217
On a side note, I bought a few of the horror packs on the market place to see if they’re usable… sadly, they’re not Looks great on a monitor, but oh how you can spot the bad stuff when you hop into VR. It seems that everything that is “wrong” always pops out, like you mind and eyes just naturally gravitate towards the things that are not “right in the world”. For anyone making assets for VR, you need to be picky about EVERYTHING. Every little detail, no matter how small, needs to be perfect (or imperfect. Perfect 90 degree edges do not happen in the real world). The vertices on that hook were modeled to the closest zoom possible in 3ds (sub nano-meter?)… so close that you have to drag for a few seconds to reach the next vertex.
@unit23 Yes ofc. Light shafts , particles and fogsheets are all in the list … The scene is still WIP and you can check out the progress .unrealengine/showthread.php?89066-Castor-WIP
WIP so far in my spare time on the Theed Hanger from The Phantom Menace, some materials are just basic for now. Then it’s onto designing the outside area.
Puzzle game I showed a while back, slowly learning the art of materials in Unreal Engine 4, but still struggling with a strange (known) rounding error when the pieces are spawned, (i.e should move 50 units down in Z but moves 49.99999 and therefore doesn’t sit correctly. Everything was created in blueprints and a 2 player has sort of been created.
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And a very basic scene created in about 20mins for a friend who wanted to mess around in a recreation of The Matrix Online, again all in blueprints from the 3rd Person Template. Features camera zoom/rotate and most of the other MMO style controls.