UPDATE Fixed head tracking lag Highlighted edges of ramps for better visibility Fixed AI avoidance Smoothed physics issues Added title screen and space for health and safety warning
Based on the TRON: Legacy film, this game pays tribute to the light cycle arena sequence. There are two levels with connecting ramps. One AI opponent at a time will continuously respawn on death.
Pretty simple and straightforward for now; just try and cut off the AI opponent with your light trails.
Controls (gamepad/keyboard): Right trigger or W or Up arrow = speed up Left trigger or S or Down arrow = slow down Start or R = respawn Back or Space= recenter view D-Pad left/right or Q and E = change light cycle color
Known issues: After a while the head tracking starts to lag for some reason (if anyone has any ideas why, please let me know) Physics can start to get iffy after awhile, possibly due to distance from center of the world.
Future plans: Scoreboard Mulitplayer Multiple AI Disc jousting/slashing Maybe a "Classic" mode using the original bikes and 90-degree turns
Very nice.Bike are a little slow even at top speed and would prefer it if the light trails were infinite but great fun. Noticed that sometimes enemies seem to get stuck on a outer wall and seem to turn into a bright point of light (maybe stuck in an explosion).
This is a really good reproduction of light cycles. I had a blast taking out the competition. but like above, around the second or third AI, they will get stuck and stop moving.
Yeah sorry about that,it's a physics glitch I had solved for the ramps but neglected to apply to the walls. Just reset with Start when it happens, they usually manage to avoid the walls. Be sure to avoid the walls yourself since the same bug applies to the player's bike as well.
Very cool! Arena has a nice grand feel to it and the lightcycles look great.
Only strange thing - if I turn my head too quickly, I see a black space while the graphics work to catch up (i.e. if I snap my head to the right, I see a chunk of black space in the right-most area of my visual field). Sometimes this is accompanied by a little bounce, where the visual field overcompensates by going over where I looked and then bouncing back (i.e. if I snap my head up, the visual field will go too far up, then bounce back to the proper location)
. I'm running on a GTX 970 so I don't think my hardware is the issue, but obviously could be wrong on that. Anyone else getting this?
Yeah, that's what I meant by the head tracking lag. I admit I'm a little baffled by that one. It only happens after playing for several minutes, so the workaround is to relaunch the application for now.
I'd appreciate any suggestions on that. Profiling hasn't turned anything up so far. I'll try scrapping the OVR setup and start from scratch.
Yeah I've noticed that lag in other Unity demos as well. It starts when you reload the level right? Dying or pressing Start causes me to lag reaaaal bad