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Space Flight Demo, Fly through an endless asteroid field

HlaoHlao Posts: 20
Brain Burst
edited January 2014 in Showcase
This project has sort of grown organically as I have been trying and learning new things. while I will probably continue to work on it, I think it's at a point where I am happy to share it now.

I'm just calling it Space Flight VR because I didn't really know what else to call it, up till now I've just been calling it space sim.



default controls for gamepad are

pitch/roll: left stick
yaw: right stick
throttle up/down: trigger buttons
boost: r button (you will go faster but there isn't any indication other than the speed display)
reset Oculus rift forward direction: y

Default Controls for Keyboard are

pitch: s/w
roll: a/d
yaw: q/e

Throttle up: r
Throttle down:f

Boost: Left Shift

Reset Oculus Rift forward direction: space

note: If the gamepad throttle isn't working, I recommend mapping the keyboard throttle controls to some buttons buttons on your gamepad. Controls can be remapped in the Input tab on the launcher.




your space ship will attempt to correct for sideways drift, you can see how it's applying forces by looking at the display on the right.

right now top speed is limited using a drag like mechanic applied only in the forward direction, while this isn't ideal other methods may alter the way the ship flies in subtle ways and I haven't decided what I want to do yet.

A couple of little issues: the space dust is a little weird, implementing it properly is made a little trickier due to the floating origin system I'm using I put this in to see what it might look like.

there is still an issue with the shader on the asteroids which makes the colours look a little dull. I had never written a shader until i made this so bear with me please.

the asteroids are from the asset store
skybox is thanks to Space Engine http://en.spaceengine.org/


Couple of minor Updates

Improved loading times
Added keyboard support

You can download this demo here

https://mega.co.nz/#!qdtWATRR!skMomCf4g7dTfRfgDQF7eMY4K1S8q5ijl2t2A31zWUI

Thanks!

Comments

  • drashdrash Posts: 2,849
    Neo
    Hello Hlao! :D

    I think you're doing yourself an injustice by calling it "another space flight demo" in the thread title. Sure, there's a bunch of space flight sims around in various shapes and sizes, but each one is very different in their own way, and there's another one called "Yet Another Space Shooter". I almost thought this was the same one!

    Your demo is VERY nicely done for a first pass. I'm sure everyone's tired of my feedback on almost every demo, so I'll let others chime in. :)
  • HlaoHlao Posts: 20
    Brain Burst
    You're probably right, I've changed the title a little.

    Thanks for the feedback.
  • v0idv0id Posts: 25
    Brain Burst
    well you weren't kidding about the endless, tried finding my docking ship after messing around for a while. Yea not going to happen haha.

    Looking forward to the updates.
    Alienware X51 | Nvidia GTX 600 | i7 [email protected] | 16gb ram | DK1 | DK2
  • zwickarrzwickarr Posts: 45
    Brain Burst
    not bad, had fun chasing the other ship. please add esc button to exit game :D. would be nice to have a key or button to reset the level as well.

    thanks for putting it in its own folder before zipping it!
  • drashdrash Posts: 2,849
    Neo
    Hlao, I especially love the way you implemented the ship's yaw rotation. It slightly tilts as it yaws. Really really nice touch.

    Did you make the cockpit and launch tube yourself?
    zwickarr wrote:
    thanks for putting it in its own folder before zipping it!

    Wow, I've barely seen any demo do that. Didn't realize it was a problem for some people. :-\
  • HlaoHlao Posts: 20
    Brain Burst
    zwickarr wrote:
    not bad, had fun chasing the other ship. please add esc button to exit game :D. would be nice to have a key or button to reset the level as well.

    thanks for putting it in its own folder before zipping it!

    I'll make sure I add that stuff next time. especially the esc button, I just keep forgetting that I need to put it in and have become too use to just hitting alt+f4.
    drash wrote:
    Did you make the cockpit and launch tube yourself?
    creating content for the Rift has been one of my biggest motivations to learn to do 3d modeling, the ship/cockpit is the most complex thing I've ever tried to make so far.
    the launch tube is just made of stuff I had created much earlier while learning, I just sort of threw it together to make a tunnel.
  • rupyrupy Posts: 517
    Brain Burst
    I'm also making YASS, but mine will be MMO!

    Your game launched, then the window froze, then it unfroze and there was the trial thing and sound but otherwise black screen...
    aeon.svg
    "It's like Homeworld in first person."
    Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS.
    Keep the config utility open for tracking to work.
  • HlaoHlao Posts: 20
    Brain Burst
    rupy wrote:
    I'm also making YASS, but mine will be MMO!

    Your game launched, then the window froze, then it unfroze and there was the trial thing and sound but otherwise black screen...

    The game takes a little while to load, and when it does the screen will fade in from black, during this time you can see the trial message and hear sound. The fade in should only take a couple of seconds.

    What kind of specs does the machine you are running it on have?
  • DillonRobinsonDillonRobinson Posts: 167
    Hiro Protagonist
    Good work! I really liked the feel of the flying - how you can gain speed in one direction, and still sort-of maintain that direction while turning around. Felt more proper than the demos that use a regular flying model.

    The cockpit is one of the better I've seen in terms of scaling and actual detail. It would be even better with visible legs and maybe a tiny bit more detail in the glass window/cover. I look forward to whatever you make from this!
  • rupyrupy Posts: 517
    Brain Burst
    edited January 2014
    Hlao wrote:
    rupy wrote:
    I'm also making YASS, but mine will be MMO!

    Your game launched, then the window froze, then it unfroze and there was the trial thing and sound but otherwise black screen...

    The game takes a little while to load, and when it does the screen will fade in from black, during this time you can see the trial message and hear sound. The fade in should only take a couple of seconds.

    What kind of specs does the machine you are running it on have?

    It's a HD4600 I think, latest generation Intel integrated.
    aeon.svg
    "It's like Homeworld in first person."
    Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS.
    Keep the config utility open for tracking to work.
  • zwickarrzwickarr Posts: 45
    Brain Burst
    drash wrote:
    Wow, I've barely seen any demo do that. Didn't realize it was a problem for some people. :-\

    Its not a problem Drash. its a convenience. not having to make a folder 1st and dragging the exe and data folder is one less thing for me to do. im lazy ;)
  • DillonRobinsonDillonRobinson Posts: 167
    Hiro Protagonist
    zwickarr wrote:
    drash wrote:
    Wow, I've barely seen any demo do that. Didn't realize it was a problem for some people. :-\

    Its not a problem Drash. its a convenience. not having to make a folder 1st and dragging the exe and data folder is one less thing for me to do. im lazy ;)

    That's not lazy, that's to be expected. The lazy ones are the 'devs' who just lazily make the executable root folder into the .zip and upload that. I have so many demos that I just start deleting the ones that make me create and name a folder for them :>
  • mrboggiemanmrboggieman Posts: 21
    Brain Burst
    Wow, nice demo, feels great inside the cockpit whilst sitting on a chair. The best bit for me was taking off and flying near the other space craft. The sense of immersion is great and I think space games work better to combat the screen door effect with the first devel kit.

    I am not sure that skyboxes work that well with the oculus as they do not exhibit stereo depth so maybe having actual geometry for the far away planet and stars may work better. Nice demo overall.
  • silentdriversilentdriver Posts: 15
    NerveGear
    so sad. the demo won't start on my pc. any idea how to let it finally start? my specs: windows 7 Prof./64bit - German, 4gigs of RAM, AMD/ATI HD4980 with up-to-date drivers there; that's the first Unity-Demo that won't start here - since then everything worked right out of the box.

    one thing to add: when I force the demo to quit it starts - right before quitting - some sounds from the demo. but nothing more.
  • FictionXFictionX Posts: 289
    Hiro Protagonist
    zwickarr wrote:
    drash wrote:
    Wow, I've barely seen any demo do that. Didn't realize it was a problem for some people. :-\

    Its not a problem Drash. its a convenience. not having to make a folder 1st and dragging the exe and data folder is one less thing for me to do. im lazy ;)

    That's not lazy, that's to be expected. The lazy ones are the 'devs' who just lazily make the executable root folder into the .zip and upload that. I have so many demos that I just start deleting the ones that make me create and name a folder for them :>

    What do you guys use for extracting?? With both WinZip and WinRar (and Archiver in Linux) it's just "right-click/extract to <name of archive>" instead of "right-click/extract here"?!
  • drashdrash Posts: 2,849
    Neo
    so sad. the demo won't start on my pc. any idea how to let it finally start? my specs: windows 7 Prof./64bit - German, 4gigs of RAM, AMD/ATI HD4980 with up-to-date drivers there; that's the first Unity-Demo that won't start here - since then everything worked right out of the box.

    one thing to add: when I force the demo to quit it starts - right before quitting - some sounds from the demo. but nothing more.

    I almost thought it was broken for me too, but it just seems to require some time to start up. On my decent PC there is about 5 or so seconds of nothing before anything happens.
  • sephirennsephirenn Posts: 90
    Hiro Protagonist
    This is pretty great! I noticed that it seems like the cross-hairs look weird when then are on top of the other ship that's flying around. That may just be me though.

    All it needs is a little music like Delta Draconis!
  • DillonRobinsonDillonRobinson Posts: 167
    Hiro Protagonist
    FictionX wrote:
    What do you guys use for extracting?? With both WinZip and WinRar (and Archiver in Linux) it's just "right-click/extract to <name of archive>" instead of "right-click/extract here"?!

    I use WinRAR...I'm just too lazy to right click --> (context option) when I have the option to just drag one folder to another right out of the ZIP. Then again, I do download hundreds of demos and so try to do everything very quickly with minimal effort. I'm sure most people don't really mind.
  • HlaoHlao Posts: 20
    Brain Burst
    Yeah, It does take a little while to load. Most of the load time is due to a few procedural textures being generated. In future I'll probably just pre-bake these.
    sephirenn wrote:
    This is pretty great! I noticed that it seems like the cross-hairs look weird when then are on top of the other ship that's flying around. That may just be me though.

    All it needs is a little music like Delta Draconis!

    the cross-hairs are focused at a point about 2km away. It can look a little weird when it's on top of things that are close, but it stops your eyes having to re focus between looking at the hud and what you are aiming at.
  • HadtstecHadtstec Posts: 372
    Hiro Protagonist
    Great Demo and thank you for directional Audio.
    Turning your head and hearing the engines is a very nice touch that really adds to the immersion
    DK1 | DK2 | GearVR | CV1 Pre-Ordered

    "I reject your reality and substitute my own"
  • kalorvoekalorvoe Posts: 116
    "Space Flight demo"? I've forgotten the name already.

    If I were you I'd call it "3,720 to 1" :D
    Location: Sydney

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    22nd Nov: "BTW, we shipped it" email. :)

    My Status: Nervous Rift virgin.
  • HlaoHlao Posts: 20
    Brain Burst
    kalorvoe wrote:
    "Space Flight demo"? I've forgotten the name already.

    If I were you I'd call it "3,720 to 1" :D

    Wow, that's actually a really good name.
  • grodenglaivegrodenglaive Posts: 395
    Brain Burst
    I like this. The control scheme and flight mechanics are spot on - It's a really comfortable ship to fly around in. It's fun to fly in close and do inverted orbits around the asteroids. :)
    It's amazing how something so simple as this is so great in the rift. I slowed down and spent the better part of an hour just drifting with the asteroids and looking around, it was really relaxing. Thanks for sharing.
    GA-Z97X-gaming gt; i5-4670k; Nvidia780Ti; 16GB PC3-17066; win7-64 bit; DK2
  • jknickjknick Posts: 3
    NerveGear
    This is great. The cockpit detail is pretty and scaled just right. I love having the tight canopy overhead. The little details like the nice textures on the side walls and little lights are awesome and add a lot to the immersion. The HUD size and distance is just how it should be. I played some of that Strike Suit Zero and while fun, the HUD is just infuriating. They draw it right up close to the user's face and it's just disorienting. Especially when there's a lot going on. Setting the reticle off in the distance is completely comfortable. I'd totally worry about an avatar much later on. The more important part, the flight mechanic, is really pretty great. Floaty, but not too floaty. It's tight enough to make for a good dogfighter. Roll and yaw split the way they are is really the way to go. Roll on the left joystick is actually how the Eve: Valkyrie setup is, and really this feels a lot like that flight model. Which is to say awesome. I love it and want so much more and just cruising around and toying with the wingman is fun in and of itself. Please tell me you'll keep this one up, because all of the other space flight sims have fallen flat for me. (Except SpaceWar. I think that one has a very unique and fun flight model going on as well.) Awesome!
  • Talon1Talon1 Posts: 55
    Hiro Protagonist
    jknick wrote:
    Roll and yaw split the way they are is really the way to go.

    Doesn't anyone here fly RC planes? The setup for a RC plane (in the US) is rudder and throttle on the left stick, aileron and elevator on the right stick. I feel like my RC skills are getting all tangled up when forced into a specific control scheme. Though I appreciate these are all just demos.

    This is a really cool demo though! I had a lot of fun flying formation with the other ship! I'd give you 100 bucks if you could stick a Galactica model and a Base Star in there :)

    Also, that Eve demo. Not ONE review I saw mentioned that that's how vipers are launched out of Galactica. Not one geek was like 'OMG I'm in a Viper launch tube!'

    Talon1
  • HlaoHlao Posts: 20
    Brain Burst
    Talon1 wrote:
    Doesn't anyone here fly RC planes? The setup for a RC plane (in the US) is rudder and throttle on the left stick, aileron and elevator on the right stick. I feel like my RC skills are getting all tangled up when forced into a specific control scheme. Though I appreciate these are all just demos.

    Talon1

    You can change how the axes are set up in the launcher. The defaults are just what I'm used to.
  • Talon1Talon1 Posts: 55
    Hiro Protagonist
    Oh cool. I'll have to check that out when I get home. Thanks!
  • NatemoNatemo Posts: 56
    Hadtstec wrote:
    Great Demo and thank you for directional Audio.
    Turning your head and hearing the engines is a very nice touch that really adds to the immersion

    awesome I love to hear this , no pun intended . I said it before that game audio is always overlooked.
    I cant wait to try this Friday when I get my rift. I just don't want to die before I try the rift lol !
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