What is the game? Dream Knights VR is a VR game in development right now. The game is currently being developed on a Rift DK1 and is in prototype alpha currently. The best way to quickly describe the game is think top down-Zelda games/NES zelda/ adventure games with a bit more story, JRPG inspired mechcanics, visuals and 3D models, and a VR spin 🙂 It may show up on the CV1 if the game gains support of some sort, but for right now it needs more development! 😉
Story? The story of the game is about a disabled girl from the physical world that falls into a comma and wakes up in the astral plane. Upon entering a spirit explains to her that a human in the Astral Plane becomes a Knight and she needs to defeat the Demon King to wake up in reality and escape the comma. Think of the Astral Plane (Or the spirit world) a place where humans go upon death that is a fantasy world that in a way determines your afterlife.
Picture: Corrina the yellow Dream Knight leaving home to head into the first temple with the VR player:
Gameplay? The game-play again is like the original zelda with a VR spin and advancements. There is Zelda like combat where you can swing and block your sword and shield, along with rolling and dodging mechanics that im adding but there is jumping and platforming mechanics as well. A great example is the Hero-bound First steps game Oculus has already put out, and make it a much bigger and better experience. Including each temple giving "VR items" with each item being a way for the VR player to interact and be apart of the world or help out the Knight Character.
Game Setup? There is 10 temples planned to be in the astral plane, and the player must defeat all 10 bosses within each temple. Each temple has 10 dream levels inside of it, each within there own room of the temple. This creates a situation where the temples play out like a typical Zelda or adventure game, but after each boss/Completion of a boss you gain a VR-like ability, for example the VR player can shoot arrows out of their headset into the world and aim with there head. There are 9 VR abilities already planned that will interact with the knight. The final temple requires all 9 temples already beaten so prior to that the player has choice of what temples they venture to in whatever order including some hidden area's to support excessive exploration.
-------------------------------------------------------------------------------------------------------------------------------------------------------- Development Plan? Till the Kickstarter? (There may be a KickStarter near the end of 2015 or 2016 after the demo and development gains more polish to be shown for one). Hopefully a publisher in some shape or form may come around and the need for a kickstarter won't be there, but only time will tell.
2015: Demo 1 will be exclusively put up for download here on this thread for readers to test and give back feedback Demo 2 will add a 2nd demo temple/more demo content following the feedback of users that tried the first demo. Demo 3 will add the 3rd and last demo temple/more demo content following the feedback of users that tried the first two demos. All three demo temples will be packed into one demo and shipped for free into the Oculus Share program
2016: Kickstarter prep and release --------------------------------------------------------------------------------------------------------------------------------------------------------------
HELP WANTED: Please contact me at fredrick3377@gmail.com if you at all want to help shape the game in any form. Lately I have been needing some 3D models, and C# programming. Its not necessary as the game will eventually get finished without help from others, but even freelancing tasks would just help speed up the development greatly.
Pictures: This is the prototype room for the players movement, combat, and some interactions. So far movement has been locked down, the player can already jump, double jump, and Sprint. As combat is currently being worked on one aspect already finished is the health and damage system for certain objects like projectiles. Currently if you look at that picture you might spot a red circle and a "VR player" tag. The code for the VR player to shoot projectiles into the world and help out the Knight is already there and it will probably become the first temples VR item as the cross bow.
As of now in this early stage of development it shoots white circles here is it mp4 link of it! haha. You may catch many of the early monster models which are still getting texture work, and programming in to be enemies. They are in the background of the prototype room so I can test there AI in the coming days. The white prototype balls actually kill the monsters right now, which is great for the VR player to help out but the Knights combat still needs work. http://i.gyazo.com/24409f465483199f21deab82a5294cb8.mp4
Challenge of development right now: Right now the biggest challenges are making the Knights melee sword combat kill and break things, and making in-game UI work in VR. Putting in-game UI in the world is easy but programming it to function well isn't so easy. I want to do something similar to Herobound where the VR players center dot can be a cursor into 3D in-game menus and the player can hit the action button to hit the buttons on them, but that will take me some time to figure out. Feel free to chip in on any development update post below and help out shape the game! 😄
SCROLL BELOW FOR FUTURE UPDATES (However this OP will get touches on it over time as well)
Dialogue Signs/NPC's: Since the game is in VR and we are a 3 man team with next to no voice acting talent and a 0 dollar budget, I came up with the idea of using in-world ghosting UI pretty early on. You can walk up to a sign or NPC and see a dialogue box come up. It's hard to really see how effective this is unless you are in VR where you can turn your head and see that massive dialogue box come up and get a great view to read it. MP4: Dialogue Bubbles: http://i.gyazo.com/cecd3789d5783a0ee6ffb0f38873e4ea.mp4
Ladder Climbing: Ladder climbing is exactly as it sounds! In the near development future the cube will become a ladder or climbable surface and the knight will have Climbing animations! MP4: Ladder Climb test: http://i.gyazo.com/9987c0f1e5f800bdfede523469ca9f44.mp4
Cloud Platforms: Cloud platforms are platforms that the player can jump under but end up on top! Similar to if you've ever played a 2D platformer which typically can have a lot of these. I think this programming will lead to interesting future platforms in this project. MP4: Cloud Platform Test: http://i.gyazo.com/1fbd99ded0b720378e115dc7cc16f49d.mp4
Wall kicking/jumping. Wall kicking is an idea straight out of Super Mario 64. This will help the 3D platformer feel of the game and give more of a functionality feel to the player as this move doesn't require another input to be mapped to the gamepad. MP4: Wall Kicking Test! http://i.gyazo.com/96d1646d64d4383e0692ed41e76a8182.mp4
Basic AI Basic enemy AI is in the works though this could even be applied to a friendly NPC that needs to follow the player. Tomorrow enemies and more AI will happen following combat! The enemy animation calls will be fixed too as right now it looks like the deminion is air humping. :lol: Basic AI Test! http://i.gyazo.com/45a9ee418ecfc14ae3869d323c6db437.mp4
Thats tonight's update! I couldn't figure out how to post pictures here like other threads have so I looked up BBCode and did the correct steps to post a image but I got a message saying I'm not allowed to? That gave me the idea to post links to very fast and quick MP4's! Hoping thats even better than a picture can provide on seeing functionality 🙂 More updates tommarow once another pile of work is finished. Probably going to be more Enemy AI, combat, and Camera work!
Redesign Prototype Knight and Moving Platforms: The Knight got swapped out for an even better prototype model! She will probably be swapped again the future for even more animations and designs, but this is a step forward in an even better main character knight! There is also moving platforms that upon jumping on top of stick your feet so you move along with them! (You can still move and jump to another platform. http://i.gyazo.com/2d877e89dda65d056b91f512033ff432.mp4
Improved basic Enemy AI: Enemy AI (if you look at the first 3 little guys models) will always stare and stalk the knight from afar! Here is a MP4 of it I hope you can notice it! Its easier to notice with a VR headset in-game. http://i.gyazo.com/ad01eb138679339633681b926c45c1ff.mp4
The AI also now melees upon drawing health from the knight, and melee AI has been sped up as well to make sure the player is still moving when they are chasing them. Basic ranged enemy AI is there as well! They used the prototype white projectile balls for now! http://i.gyazo.com/de0c83edfff3d964aa0a7868a25b48f8.mp4
Lastely for tonight there is traps! Traps can work on both the player and enemies! The death animation isn't there for the player yet, but it does take damage in this MP4: http://i.gyazo.com/3276c2931714ecb6e37a80c5de3c225a.mp4
Tomorrow, I should be getting around to more enemies, and prototype programming for more platforms. I'm also hoping to figure out how to make world space UI do more functions so I can have health bars in VR!
Day 3: Continuation of Prototypes health, UI, and early work on Monsters!
World Space UI/Health: It's prototype and I'm no amazing UI designer right away, so it for sure needs more polish but UI in world space with some health system, currency, and lives has functionality! It is great to be able to see them attached to the knight or in the world and not stuck to the players face and getting them sick. For now this prototype UI looks pretty bad still as it looks like you are viewing a VR runescape :lol: eventually it will be polished into health bars and some extra code to make the UI invisible until you collect something or have low health (or right as you get hit by enemy). http://i.gyazo.com/7c1fb56ab22747f3f5dc0279e9e988c6.mp4
Early Key Prototype: Locked doors take keys! Eventually there will be a key model that you pick up and hold over your head. I like the idea of the knight not being able to use combat when holding an object over her head because the VR player needs to use the HMD/items to help out like the crossbow/shooting arrows into the world even more so in those moments. For now this prototype shows that an object assigned as the key will destroy locked doors. http://i.gyazo.com/ce292f90ada82d4a5adb5d79f7b9dfa3.mp4
Destructible environments: I love destructible environments! I'm planning on making not much the knight break a lot of the environment but enemies break a crap ton of it during combat or entrances. This was a simple fix of taking our health system and applying it to more objects than the player or monsters but the art. http://i.gyazo.com/5b0ccb31c0d908b89c1d9d8fbe949b19.mp4
Scene loading/entering buildings: Early prototype of entering a building. Entering a building/temple will have the camera in those scenes be in fixed positions! Going outside will bring back the whole camera follow aspects. (Though probably in the final game only the 3D platforming segments will have camera follow scripts). http://i.gyazo.com/68e3fd0615195e370ac44793a99ee81c.mp4
Enemy variations: I'm working and planning (at the same time) a lot of the monsters in the game. The monsters will have many differen't varations to scale with the players exploration of temples. (Example being this image of the weakest demon in the game). The differences is Normal, Fire, and Ice as those temples are separated and you could image the differences like shooting fire, and getting frozen by ice. All enemys will probably be varryed by 5 differen't kinds split into all the temples but I will share 3 so far that are final and keep the other 2 secret for both kinds of variations:
Elemental Variations: Demons that scale over temples with magical differences. (Example Demons and Liches). -Normal -Fire -Ice
Mutation Variations: Monsters that scale over temples with mutational differences. (Example Zombies or Spiders). -Normal -Ranged -Exploding
The next update will hopefully contain more of these monster variations/pictures, another piece of combat I want to add, some more combat stuff. I'm thinking about making a public prototype that is where the game starts off the knight in a standard house, and leaving the house leads to a prototype temple to tackle with the experience being about an hour long. Should be fun to test out my temple/dungeon level design before going into the games more finalized temples, and great to have this eventually work as the demo of the game since I know GEAR VR apps need demo's I'd like the demo for this game to have an exclusive demo temple, so you can expect the next couple of updates to be working towards that goal of completing a short prototype demo.
I missed 3 or 4 days of work because I tend to lose too much sleep working too hard on the game :lol: I get so excited about making games in VR I lose sleep having too much fun in the development of seeing things come together. That being said I got a massive terrible fever from it all and it lasted me all 4 days bleh :mrgreen:
Temple Art: In terms of development days this would be the 4th since im counting it by days spent on development. Lots of today was spent on gearing towards the games prototype demo, and that needed some art to help me figure out what that temples design might look like so on my prototype testing stage I took a crap ton of assets I made and some I re-textured and got to work on making diagrams. Since there are 11 temples planned for the final game 11 small like diagrams that test each separate temples theme/art assets will be made on this testing scene to get a feel for the design.
I'm hoping to make each temples theme make each temples art assets drastically different, however they is some main recurrences like each temple having more of a certain particle effect than others. For example in the Forest of the dead temple there is blue and white particle dust. In the wind temple there is blowing leaves that fly by from cracks in the walls, and in the demo temple blue fog seeps from the ground.
Main Menu House Art: The demo needs a main menu so tonight and tomorrow will be used to make the main menu home. Here is an early look at it so far! The plan is to have VR UI pop up whenever the knight walks over to certain parts of the house. Once she exists the house the journey to the prototype demo temple begins with a large outdoor walk for the player to learn the controls! http://gyazo.com/a7e8ad3b4a55bea91f9aebe944471fc7 http://gyazo.com/1975e5b1c26cf9b2e1767e4283fad66f
Tomorrow might have more updates on the outdoor path to the demo temple. I will also be working on enemies that will be in that temple, some traps that will also be there, and a few more mechanics.
Update 5 Of Development Since we are getting to the actual art design down lately development is taking days instead of hours when it comes to updates however if you want smaller updates instead this threads chunks you can check out my personal developer twitter here; https://twitter.com/TheeWhiteReaper
On my twitter you can check out my level design series "Befores and Afters" that are constantly posted right after each scene for the game is finished. (though some scenes will not be shown for the game to have secrets). Befores and afters will also be updates in this thread, but in chunks not separate quick updates like my twitter feed.
Level Design lately: In the last post you saw Corrina's house, this development update will start showing the outside world a bit off and explain a little. Keep in mind the areas being made for the demo are exclusive to the demo, and are generally going to be test beds for what works and what doesn't in VR before we start designing the actual games world. You can image the art assets being super similar of course, but the layouts and designs changed for the final product.
Front view Level design: It's a made up term by me similar in the fashion of a "top -down perspective game", but since this is a VR adventure game, the term "front view level design" is the best way to describe the games camera perspective when people ask me what kind of game this is. It confuses them at first but explaining it as playing out like the original Legend of zelda game but with the camera down at an angle to be at the front of each scene made sense to them. So in short every scene in the game is set up like that here is a picture: https://pbs.twimg.com/media/CKJXVDTUsAAidtp.jpg
As you can see, fences mark where the knight can't go, since that is behind the Rift camera. The player can still turn their body and look behind them, and I'm actually taking the time to make backgrounds into each scene just encase they do.
Demo Town: Since the reality is that the astral plane is a fantasy world where people go if they fall into comma's other NPC's and kids will be there and probably provide backstory as to why they want to wake up one day etc. Since the Astryal plane is this crazy fantasy sprit world where Humans souls fight demons and monsters I'm hoping have a town created by these humans trying to have somewhere to survive and settle in this world will be worth it. Remember demo town is a lot smaller than the final games "Center Town" which is centered in the middle of the astral plane.
Town South: Town South is the southern part of the demo town. Corrina's home is at the front gate to imply shes a Knight that protects this town. There are other Knights, but it is implied that they are just Astral Knights, with Corrina being the only "Dream Knight". (more on that later). https://pbs.twimg.com/media/CKC6IuYXAAA_Z71.jpg https://pbs.twimg.com/media/CKC6Is6WUAA8qnc.jpg
Town North: Town north is the bulk of interaction with the demo town. Planning on making the shop and bar enterable later, so the player can spend currency for some consumables before the journey to the demo temple. The games code does need more programming to make all that possible, but even in the downtime of waiting for one my programmers to make those kinds of systems example being the shop I find making my levels art and design is time spent not wasted. There is also a large black magic whole above this part of town to show the Demon of the demo temples effects on the world and give some story to the demo with the people of the town needing Corrina to go slay the demon. https://pbs.twimg.com/media/CKISoDXXAAAOSCr.jpg https://pbs.twimg.com/media/CKIXpZhWIAAGDoM.png
Dark Church: This the church that was in the center of the Town North. Since this is still near the start of the demo this pitch black structure teaches the player about one of the demos two VR items being the Head-Lamp. Here is a GIF of the headlamp being controlled with my head, from a different view in-game as I look around the scene and at the knight: https://i.gyazo.com/1331de56d969a4e01ca ... 0a4087.gif
Path to the Cave 1: The locked gate. This is after exiting the back sealed door of the dark church. Introducing a minor new easy enemy, and a light puzzle where a button pulls up the metal frame to reveal the door to the next area. https://gyazo.com/1c6f156d755e5a3b79f3cedd3d990760
Path to the Cave 2: The waterfall. After opening and entering the locked gate, this scene comes into view. Planning on making the first bridge break here, causing the player to fall and use the rocks below as platforms, then fight a single skeleton meeting them on the second bridge. https://gyazo.com/b4f325a6bf33263a5e70a1053caa80ea
That is all for now, again the updates to this thread might be a tab bit slower than the early prototype programming since chunks for art and level design take longer to do than programming functionality believe it or not! :lol: This was all a little taste as the adventure to make it to the temple is still a little less than halfway completed (art/level-design) wise. More updates soon.
Update 6: Trap development. I'm thinking about whipping up about 10 traps that will be in the prototype demo. They will be spread throughout and have rooms that use them in different ways. Here is an early look at the start of those traps.
Bombs: Bombs explode things! There are 3 types of bombs, but I can show the basic one here, as you just swing your sword which will light a bomb giving about 2 seconds for the wick to cause the explosion. Here the process is speed up though. Explosion effects aren't final, as I want to get more touches in later. http://i.gyazo.com/3597d62be235d7ea79b7eff8a131e5e3.mp4
Bumpers: Bumpers well....Bump you! Touching these rubber traps will bounce the knight in the opposite direction of contact. These are great because I wanted to some traps that don't inflict damage but the player would hate and want to avoid. They can ether be stationary or move in a path. In the future I want to use these for the wind temple as 80% of the traps in that temple would be about making the player fall, these bumpers are a great way to do it. http://i.gyazo.com/3514896734d2232ee43ec1fb927d861a.mp4
Falling Rocks! Remember ocarina of time's journey up death mountain? I wanted a trap with a similar effect being falling rocks that inflict damage rolled this out! :lol: the rocks breaking prefab is placeholder later I will model more peices of the rock to be the breaking chunks. http://i.gyazo.com/e528adf402a7ea0d88f6608efbd4b198.mp4
Rolling Spike Balls! These rolling spike balls will stab you if you touch them! They come in two types where they use rigibody physics (like when I placed one to spawn on top of a hill) or can move along a pre-programmed path. No doubt in a temple you see both as I want the player to dodge them. http://i.gyazo.com/49246dfa0a5a345344970b7d0784e04b.mp4
SpikeTops! Lastly this one is straight out of NES Zelda! Spike tops are always set on pre-programmed paths! You can image them at the corners of some temple rooms so the player won't camp in the corners from enemy's or needs to be wary of them. http://i.gyazo.com/b432c6f4ed5cfe9bc6d762e1448f4e6d.mp4
That is 5 traps that I can show off right now, with the other 5 or so I will keep secret to be surprises for the upcoming demo. Next up I have to work on some more enemies and level design. I took a short mini break from level design after I realized its probably smarter to do some traps first so the levels can be designed with the traps in mind, instead of the traps being designed with the levels in mind. I find that just makes your game design much smarter with the former. I'm also trying to figure out how to make world space GUI work with a VR headset in terms of menu functionality. I got basic NPC dialogue and stuff working fine with the whole "Knight walking up into a sign stuff" from earlier but its been a programming battle trying to make the center of the HMD have a cursor that is the way to navigate menus lately. :twisted:
Update 7: Last couple traps, Camera Stuff and Bow/Arrow Ability.
Flame Spinner and UI changes: Flame spinner is a rotating flame thrower. The player needs to make Corrina jump over the flames! There is also a stationary flame-thrower that will be used in temples as well. There was also a change in UI design as instead of having the UI text (like in update 2) be on the knights head, the UI is still in world space but it is generally place on the ceiling or higher area of each room. It looks alot better and makes a lot more sense when you have a HMD/Oculus Rift on but for now heres the MP4. It will also have Orbs (being the currency) and lives tied to it as well. This design isn't final but it will be for the first version of the demo since I want to test it out and see how people like it. http://i.gyazo.com/355937e6545a7994f23f2d376347f4c7.mp4 http://i.gyazo.com/a5a9e9c77818c3116460a5b353e2eceb.mp4
Respawning Physics Traps: Traps with physics tied to them can respawn and constantly revert to there starting positon. This will probably be masked a lot better with walls with level design for a temple room, but it isn't masked here so you can see the effect. This will be great for Corrina to sprint across the room with a ton of these rolling in. http://i.gyazo.com/df998253070b8230450f905a4835e98e.mp4
Arrow Shooters: There is two variations of this being an arrow shooter when is stationary and a spinner kinda like the flame stuff from earlier! They shoot arrows, and cannot be destroyed! It will be interesting to see them shoot arrows with Corrina have to dodge a ton of them. http://i.gyazo.com/b9cea783994b896e4a5cf84940fcf67d.mp4
Bond Ability: Bow/Arrow Shooting: Again keep in mind I still need to swap the balls for arrow models but more improvements have been made to the bond ability for shooting projectiles/arrows. Before it wouldn't stay center with the rift camera but I fixed that issue and added a better cursor, and even a Camera Recenter input/Script. http://i.gyazo.com/c11044d0957d1cc22a21f6b7455e78cd.mp4
Camera Recenter Script DOWNLOAD/USE I needed this badly for my game, and before the Unity 5 VR integration there was a script included with the Oculus SDK for a Camera Recenter script. Now there isn't, but there is a function for it still. I made a script today that does just that, and since it was a script that used to be included and now isn't I thought I should share it with everyone. You can get the code here: :arrow: http://pastebin.com/52kkGz1q
Please use it to make your Unity 5 VR games more comfortable and functional 😉 I'm well aware someone who knows how to program can easily write their own, but I know a lot of artists who got Rifts for art projects or whatnot and need a Recenter script that works even more so now that its not included anymore when you make VR projects.
Next update will have the last 2 traps I am working on and begin on Enemy AI and enemies in general that will be in the demo. I need to finish the baddies before I got back to level design and art asset stuff again :lol: