cancel
Showing results for 
Search instead for 
Did you mean: 

First Law: space shooter

marcel
Explorer
Looks awesome, shame I have lend my Rift to somebody else because I would love to try it!

http://rjevans.net/firstlaw

http://www.youtube.com/watch?feature=player_embedded&v=hX1QvGQ_iwU
49 REPLIES 49

rje
Protege
I haven't gotten any other reports of crashing yet - can you let me know the details of your system (software, specs, etc)? I probably won't be able to figure out a fix right away but it'd be good for me to know if I get other reports so I can try and establish a pattern.

Thanks!
Twitter: @rje Web: rjevans.net Youtube: My Channel

tryum
Honored Guest
Damn this is so good !

Airhogg
Honored Guest
"bfetter" wrote:
That was pretty awesome. It might be my favorite demo so far.

That was the first cockpit games I've tried on the rift with an enemy to fight, and it was really nice being able to track the enemy with my head. Made rolling important to make sure that I had the enemy above me in so that I'd be able to look through the large transparent canopy.

The ship did seem a bit bigger than I'd expect though, the flightstick and chair seemed probably about half again as large as I would expect. It would be interesting to try in a more cramped cockpit.

The radar didn't do much, the dot barely moved regardless of where the ship was, I'm guessing this just wasn't implemented yet. I wonder if there would be some way to take advantage of the added depth perception to make a radar view that makes it easier to tell if an object is in front of or behind you.

It would also be cool if there was a mode where the crosshairs could track with the center of your view within an area in front of the ship, so that you could do fine aiming with your head.


Awesome, awesome, awesome. I thought the cockpit seemed a bit large also, but this could be fixed by simply adjusting the 3d depth and convergence. I have no idea how to do this with the Rift, but there are hotkeys with Nvidia 3d Vison that allow it. My home cockpit had the same effect, but when I "tightened" the 3d settings, I felt like I was in a cockpit rather than a 3d bubble.

cybereality
Grand Champion
Nice!
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV

38leinaD
Honored Guest
Hi marcel,
Very neat demo!
As a developer and not having worked with Unity yet, I would be interest in the effort required to create this first version.
Just curious because it looks very polished and I am usually a little bit resistent to using a framework as unity because I would like to do everything myself for understanding/learning (common problem of people that don't get anything done, i guess :-)).

cheers,
daniel

rje
Protege
"38leinaD" wrote:

As a developer and not having worked with Unity yet, I would be interest in the effort required to create this first version.


Hi Daniel,

I'm the developer on this project, marcel was kind enough to make the post to let people know about it.

This project is something I've really only been able to work on during evenings and occasionally on the weekends. I started about three or four weeks ago, and I've probably worked 30-40 hours on it total.

I used to make my living writing custom engines for games but I've been using unity for the last few years and I absolutely love it. It's flexible enough to do pretty much whatever I need to do, and the tools and pipeline it provides are first class. It's definitely a bit of an adjustment to switch to using a 3rd party engine, but in the long run it lets you focus on making your game better.
Twitter: @rje Web: rjevans.net Youtube: My Channel

38leinaD
Honored Guest
"rje" wrote:
This project is something I've really only been able to work on during evenings and occasionally on the weekends. I started about three or four weeks ago, and I've probably worked 30-40 hours on it total.

That's reeaally impressiv considering the time you spent!

"rje" wrote:

I used to make my living writing custom engines for games but I've been using unity for the last few years and I absolutely love it. It's flexible enough to do pretty much whatever I need to do, and the tools and pipeline it provides are first class. It's definitely a bit of an adjustment to switch to using a 3rd party engine, but in the long run it lets you focus on making your game better.

Thanks; i think i have to have a look into unity.

JaTochNietDan
Honored Guest
This is some excellent work here. I had a great time flying around with my Oculus Rift on and there was a pretty good sense of immersion. Definitely my new favourite Rift demo!

sayitaintjonas
Honored Guest
This is exactly the kind of game I was waiting for. I spend a lot of my day on conference calls and its kind of fun to just sit in the ship, flying towards the planet (which I assume you can never reach?) and talking with my development group 🙂

Are there plans to add inertia to the ship physics? Thanks for posting this!!

rje
Protege
"sayitaintjonas" wrote:
Are there plans to add inertia to the ship physics? Thanks for posting this!!


Thanks!

I definitely plan to modify the ship physics a bit - people seem to be pretty evenly split between the "tie fighter / xwing games" camp and the "wing commander 3/4" camp in terms of how they want ships to behave. I'll likely trend more towards tie fighter but both approaches are valid.

Yeah, the planets are currently unreachable - I'd want to add a lot if I were going to make them approachable, and it's not an immediate priority compared to getting missions to play into the game.
Twitter: @rje Web: rjevans.net Youtube: My Channel