Latest update - showing off dynamic physics objects
One thing I, like every other VR enthusiast, realized, is that without the haptic feedback of a real sword you’d need to do something special, and specifically different than the kinematic attachment you normally see, e.g., it’s bolted onto your hand or whatnot, and has essentially infinite mass - can move anything, regardless of how heavy, in order to get that feeling of weight.
To that end I wanted to test a method of letting the objects you pick up, including weapons, still be dynamic.
Notice that when I hit small objects with low mass, like the mug and basket, they are easily moved with the sword, which is of a similar mass.
The table, by contrast, blocks the sword and moves it as I swing (as hard as I reasonably can).
https://www.youtube.com/watch?v=mYw-e0qTJkA
Latest update - Teaser screenshots for my WIP co-op VR RPG, Dungeon Survival:
Hey everyone!
I’m working on a game called Dungeon Survival, or The (VR) Dungeon Survival Project in full (working title).
Quick Overview: Dungeon Survival is like all the classic dungeon crawler games you know and love (Nethack/roguelikes, Eye of the Beholder, etc.), but with a true first-person perspective and a focus on survival, and environmental puzzle/interaction gameplay.
A heavy emphasis on support for VR and VR input devices is also in the roadmap, though the game will support normal monitor gameplay (with some reduced functionality gameplay wise).
The goal is to bring the wonderful “emergent gameplay” (a buzzword I hesitate to use, save that it actually applies here) of games like Nethack and translate them to a first-person 3D game, as well as to push the VR-game envelope by supporting as much 1:1 input as is possible with current hardware (e.g., at the highest level, omni-directional-treadmill and 1:1 tracking gloves like ControlVR, though other options will be available, such as Razer Hydra).
While it would be impossible for any 3D game to pull that off to the extent that Nethack does, with a focus on building “smart objects” that have small gameplay chunks that interact in larger ways, I believe its possible.
Feature Overview
(Please note that not all of these features are complete - this is a roadmap/high level overview of features for the full game.)
- Massive dungeon to explore, with many levels (I’d like to have 99 levels for the final release, but that number is subject to change).
- Streaming, no-loading-screen transitions between levels for maximum immersion.
- Drop-in co-op multiplayer.
- Persistent item system - items will retain state when dropped/picked up.
- Feature customization so that players can do anything on the spectrum from a casual experience to hardcore permadeath Nethack-style challenge.
- Simulation style inventory (craftable pouches hold items, but only as many as can actually fit) and crafting system (e.g., torch = rags, oil and a stick). The player will need to carry large items. No invisible ultra-inventory.
- In-depth survival gameplay - cooking, hunting, eating/drinking, starvation and dehydration, poison and sickness.
- Environmental gameplay and puzzles - Dungeon Survival is about using your brain to overcome challenges - rushing in with dagger in hand will meet with certain death.
- Pen-and-paper RPG style elaborate traps, including ability to disarm.
- Physics item system ala games like Elder Scrolls (this already works).
Soon to come I’ll be posting a quick video of where the game is at and some of the cool interactions with the item system that are implemented thus far.
For now, I’ll leave off with two blog posts I wrote, one on the current status of the game after this weekend’s marathon development session, and also a post about longer term plans for the game and mod support.
And a screenshot of the revamped torch effect from last week.
Pre-Alpha Combat (Mount & Blade style):