Forum Discussion
pictonicstudio
13 years agoHonored Guest
Blink - Doctor Who Fangame (Weeping Angels)
Us:
We are an indie company that is focusing on entertainment and games. We love the passion and the way Doctor Who fans take it so seriously
Click http://www.youtube.com/user/Pictonicstudio to visit our YouTube Channel
Story:
The story begins when the Doctor wakes up in the middle of a field wondering where he is. He has no memory of his past lives at this point. (The reason we did this is because, we want to introduce Doctor Who to people who have never watched it before, as well as fans alike) You get to sonic things and get the fez scared off of you with the Weeping Angels. Along side with the (optional) latest technology in virtual reality, the Oculus Rift. When you blink in real life, you blink in the game.
If you are interested in helping us, contact us through http://www.pictonicstudio.com/tg/contact.php or email us at agcrane@PictonicStudio.com
24 Replies
- AtariHistorianHonored Guest
"pictonicstudio" wrote:
When you blink in real life, you blink in the game.
Forgive me for asking, but do you have a plan to determine when the player blinks in real life? - geekmasterProtege
"pictonicstudio" wrote:
... When you blink in real life, you blink in the game. ...
In this forum, YouTube videos tags work like this:[youtube]WjyY7wHYUXE[/youtube]
This is the result of doing it correctly:
There is a relevant YouTube comment at that page:philly daboss 2 days ago
The reply seems to not answer the question, unless the plans are to remove the fake blink in the Rift version...
is the blinking neccessary in VR?.....we kinda handle that ourselves
Pictonicstudio 2 days ago
This is an example without Oculus Rift. We will give a demo of the VR in the near future.
in reply to philly daboss"AtariHistorian" wrote:
Yeah, exactly. How do know when the player blinks in real life?
Forgive me for asking, but do you have a plan to determine when the player blinks in real life? - pictonicstudioHonored GuestYes, the Oculus rift will apparently or eventually have a blink sensor. If not we have other plans. Right now the blink is macro'd to the space bar.
- sbnewsomHonored Guest
"pictonicstudio" wrote:
Yes, the Oculus rift will apparently or eventually have a blink sensor. If not we have other plans. Right now the blink is macro'd to the space bar.
The thing is, if the consumer version has eye tracking, blinking tracking would be easy. - geekmasterProtege
"pictonicstudio" wrote:
Yes, the Oculus rift will apparently or eventually have a blink sensor. If not we have other plans. Right now the blink is macro'd to the space bar.
What is your reason for altering our natural blink perception by simulating a fake blink on-screen, triggered by our natural blink? Why would people develop a habit of pressing the space bar to force an onscreen blink? Wouldn't the time spent adding cute (but probably rarely used after the novelty wears off) "blink management" complexity to the source code be better spent adding game-play enhancements?
Having your virtual eyelids visually move slower than or out-of-sync with what you physically feel when you really blink would be anti-immersive, which is not something we want in VR. Do you have research that indicates otherwise? If so, please provide links. I would like to read it myself. Thanks.
Other than this thread, Google only finds this unsupported claim by mrklaw (MrArseFace) in a forum at another website:"
That makes eye tracking seem rather unlikely in current plans for the consumer Rift.
The technology needed to implement eye tracking system is too expensive at the moment, but according to Palmer – it’s possible that it will be implemented in the future.
Where did you find information about this proposed built-in Rift "blink sensor" (or eye tracking)? Please provide a link if you can. If a link to a video, please also provide a time offset. I would like to read more about it myself. Thanks... - pictonicstudioHonored GuestThe blink you see in the game is for players without VR, so they can at least have an experience
- geekmasterProtege
"pictonicstudio" wrote:
The blink you see in the game is for players without VR, so they can at least have an experience
It does add an interesting "eye candy" effect, but probably not good in VR, so it would need to be a user-selectable option.
However, my questions remain unanswered. - geekmasterProtege
"dariusu" wrote:
Geekmaster, I saw your thread on EOG eye tracking. EOG can also identify blinks. Do you think it would be expensive to implement in the Rift?
Probably not expensive, but Palmer Luckey says a device with electrodes will not be commercially viable until reliable dry electrodes become available. That was in the context of GVS, as I recall, but it applies here as well. Until we have reliable dry electrodes, such technology as EOG is mostly limited to researches and DIY makers, or dedicated parents and caretakers for handicapped individuals who rely on such technology.
Most consumers would have trouble being dedicated enough to take such a device out of the drawer after the initial novelty wears off, even IF they figure out how to apply it and adjust it properly. - pictonicstudioHonored GuestIf I read the other part of your question right, we have a 30 second blink timer (non rift) and if you dont blink when the timer reaches 30 it will force you to blink, but you can also close your eyes completely if you want to. It adds a strategic challenge for the player
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