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KICKSTARTER :: Crystal Rift - grid-based dungeon-crawler

JHibbins
Protege
Hi Everyone,

Super excited to announce that the Crystal Rift Kickstarter is now running :



We are already having a fantastic response, THANK YOU!!!
https://www.kickstarter.com/projects/crystalrift/crystal-rift-grid-based-dungeon-crawler?ref=oculus_...

We also have our Greenlight running :



http://steamcommunity.com/sharedfiles/filedetails/?id=327390946

Crystal Rift is an inspired by classic dungeon games such as Dungeon Master and Eye of the Beholder with grid-based movement, it has been developed primarily for Virtual Reality headsets such as the Oculus Rift and GearVR, but is also a great experience for those without headsets.

Windlands 2, Windlands and Crystal Rift Twitter:@hibbins Home:http://www.psytecgames.com/
21 REPLIES 21

owenwp
Expert Protege
Tried the demo, scale is way way way off. The ceiling looks like it is 1 meter from the floor. It makes me feel like I am stuffed in an air conditioning duct instead of a dungeon, very uncomfortable immediately.

ccp001
Honored Guest
I got that same feeling it feels really tiny

pjenness
Rising Star
Agree with the above.

Im liking this as a similar crawler to bloodwych, dungeonmaster, eye of the beholder syles.

However, the dungeon scale is wrong.

Feels like instead of say 2mh 1 m wide. Its the top half of that ie 1x1m square. And it feels like it cuts thru your chest.

Dreadhalls is a good example of a nice height...or 2mx1m is usally ok for a grid size.


Having said that..it would be a nice story point in rift if you have to "crawl" thru a vent or something, as this feels very much like it already.

-P
Drift VFX Visual, Virtual , Vertical Want 970GTX on Macbook for good FPS? https://forums.oculus.com/viewtopic.php?f=26&t=17349

ziphnor
Expert Protege
Having tried the demo i agree on the scale. However, far more critical for me is how quickly the grid based movement causes nausea for me. I cannot make more than a few moves before i have to stop.
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JHibbins
Protege
Hi ziphnor and others,

We are aware that our scale is set to close in the walls and make you within touching distance, this is done on purpose and is a design decision, we like the fact that it's not trying to emulate a real world space as others have.

In ziphnor's case this seems very very rare, we have demoed 1000's of times at a-lot of events to VR 1st timers and those with their VR legs, in fact we find the opposite, the snapping into place and comfort turning (enabled in beta 7) means almost all people who play it finish the 20 minute demo, however, do you have a steady 75hz ziphnor?

Anyway, all feedback is appreciate, the game is currently in Alpha so we can still change things, anyone else feel strongly about the scale?, or do you get used to it quickly?
Windlands 2, Windlands and Crystal Rift Twitter:@hibbins Home:http://www.psytecgames.com/

Fredz
Explorer
"jhibbins" wrote:
the snapping into place and comfort turning (enabled in beta 7) means almost all people who play it finish the 20 minute demo

On reddit I've read several people saying they don't get sick with standard controls but get sick using the VR comfort mode. I think it was in Windlands.

drash
Heroic Explorer
I also thought something was wrong with the scale when first playing this, but when I found out it was intentional it was completely OK with me. The miniature scale just makes the 3D pop, and the perceived movements from grid cell to grid cell aren't as far of a distance which probably helps combat simsickness.

Perhaps to set expectations, the player should be made aware from the very beginning that the smaller scale is intended?
  • Titans of Space PLUS for Quest is now available on DrashVR.com

sgallouet
Expert Protege
i like the miniature scale. it make me feel like I'm always in trouble from the beginning and that i need to find the way out. For a dungeon crawler it's good feeling.

owenwp
Expert Protege
Frankly I would warn people off of your game for that. Its like messing with the head tracking, it just creates discomfort for no gain. People with claustrophobia are going to have a real hard time with it, and I could see it turning people off to VR in general.

If you are trying to evoke emotions in the player, you should do it with your content, not by messing with their vision.