[WIP] Oculus Maximus — Oculus
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[WIP] Oculus Maximus

8bit8bit Posts: 94 Oculus Start Member
edited October 2013 in VR Jam 2015
The Ultimate Gladiator Experience
Grab your weapons, enter the coliseum, and battle to the death.

Demo is available through our release thread
viewtopic.php?f=51&t=3943

It’s simple but not easy
In this game you will fight other gladiators with a sword and shield in hand to hand combat in the coliseum.
The “not easy” part of this project will be the physics. We want all sword and shield play to be driven by physics to get realistic swings, clangs, hits and parries. We also want realistic, nicely polished assets so this will be a challenge for our artist.

Features planned for this demo
The jam is quite limited in time so we have limited our feature scope to just a few things.
- Physics based sword swings and blocks
- AI characters that respond properly to physics from attacks
- Blood particles and decals
- Limb severing
- AI opponents with different weapons


Progress Screenshots
Here are some shots of what we have thus far.

Gladiator Model 1st Pass
He is pretty awesome but James is almost done with his second version which is even awesomer.
mBjwkpw.png


1st Person View with Sword and Shield
The sword and shield are not perfectly lined up but it is still fun to swing your arms around and look at yourself in the Oculus.
qxTkqcN.png


Don’t Lose Your Head!
It’s just funny to look at our 1st person model from an outside camera. We have to cut off the head to put the camera there during gameplay. Please excuse all of our debug drawing (the colored lines) that’s just for development and will not be there when we are done.
btVpd1A.png


Attack!
Another cool screenshot of our gladiator raising his hand to make a strike.
C2j7NPf.png


Meet the team
We are three seasoned game developers who are totally psyched about the opportunities that virtual reality has brought to the gaming world. We would love to bring gaming to the next level using this new medium that Palmer, Carmack and many other have brought us. Below is a quick description of each member on our team.
Rick (8bit) – Programmer handling various tasks like gameplay, AI, asset handling and other project management things
Eugene (Eelkin2000) – Lead Programmer handling physics, graphics, characters and lots of other hard stuff
James (Nymb) – Lead Artist creating the gladiators, weapons, coliseum and almost any other content we need. James is also head of design for campaign mode (that will be post vrjam, of course).


As we make progress, we will keep y’all posted. We hope you are as excited about the game as we are.

Good luck Jammers!

Comments

  • Imagine fighting in the Colosseum in front of 50 000 spectators. You've just defeated your foe and he's down on his knees in front of you. You look up towards the caesar, waiting for his judgement. He gives a thumbs down and with a single blow you behead your opponent!

    This game has great potential, good luck!
    Oculus Vr Jam, Level Designer VR:
    viewtopic.php?f=29&t=4294
  • GoboGobo Posts: 6
    NerveGear
    The sword and shield are not perfectly lined up but it is still fun to swing your arms around and look at yourself in the Oculus.

    As far as I'm aware you're not allowed to use the Hydra, or any other peripheral other than the Oculus and Gamepad/Keyboard. Is the arm swinging done via button presses?
  • 8bit8bit Posts: 94 Oculus Start Member
    @birchmountian
    You hit the nail on the head. That is exactly the type of experience we would like to create!

    @gobo
    For the fans, ourselves included, we decided that we will design the game around hydra even at the risk of not doing as well in the competition. It just felt too good to give up once we got the hydra driving our characters arms and seeing it all in the Rift, especially with our new gladiator model (not yet shown here). By the end of the jam we will add mouse control for the sword arm but we highly recommend you use hydra when you try it. At the end of the jam we will post our demo for everyone to play.

    So the short answer is, we will use the mouse to swing your sword arm but you are free to try the hydra version which we oh so highly recommend. :)
  • nymbnymb Posts: 13
    NerveGear
    edited August 2013
    Hey all,

    I'm posting some w.i.p. shots of our gladiator and Colosseum I've been working on.

    e0amGkW.jpg


    Rxu1vzPl.jpg


    PRdctfrl.jpg


    Lots to do!
  • 8bit8bit Posts: 94 Oculus Start Member
    Hello Jammers,

    We are working hard and thought you might enjoy some pics and video updates.

    The Coliseum
    1JKU9lLl.jpg

    The Coliseum
    1Ioqk9yl.jpg

    Viewing Hands


    Fighting Tests
  • MrGeddingsMrGeddings Posts: 604
    Art3mis
    im kinda sad your not allowed to use the hydra cuz this would seem perfect for that, maybe after the contest you can make a hydra version however.
  • @MrGeddings: the game is designed around hydra - it's often worth to read what the designers write ;)

    the game itself looks very promising and i can not wait to give it a try with the rift and hydra! good luck guys :D
  • Very nice. I'd love to play this.

    I considered doing a boxing game in a punch-out style. Glad I didn't this looks like a much better direction for the Oculus.
  • TgaudTgaud Posts: 788
    Actually you'll have a lot of problem with realism.
    (What happend if someone block your top-to-bottom sword-attack with his shield, but your real-life arm has continued his movment until being under your legs ?)

    You have a paradox.


    The answer is to never let the Ingame gameplay able to "block" your movements.

    This can be achieve by the choice of the weapon.

    a Whips, gun, flamethrower, nunchaku, bow are ok for example

    And for a swordgame, the good choice is to take a "Soft/bendable" sword.
    So even if they block it with their shield, the sword would just bend on it without blocking the ingame movment.
    And you would be able to be in perfect synchronicity with both virtual/Reallife Arm.


    Every "Hard" weapon which can be stuck are problematic.

    If you lose the synchronicity beetween your real and virtual arm, you'll lose your immersion, nothing worse.
  • 8bit8bit Posts: 94 Oculus Start Member
    @Tgaud
    The concern you have of separating your virtual arm from your real arm is quite valid and was one of our own peek concerns when designing this game.

    The options we considered to deal with this were:
    1. Show a ghost image of your real life arm whenever you experience physics feedback.
    2. Use some type of haptics that would restrict your arm movement. This is obviously not viable.
    3. Never allow separation of physical arm and virtual arm by design. This is what you have proposed.

    After much discussion we went with option 1.
    Amazingly though we are finding that the ghost image is not necessary. Your brain seems to be happy with adjusting to the physical feedback you see on screen.
    We are really happy with the way the arm responds on impacts.
    We have also had a dozen or so other people try it and they have all really enjoyed interacting with the other guy too.
    When we release the demo you can try it out and tell us how you like it.
    Thanks for the feedback.
  • TgaudTgaud Posts: 788
    Yeah i have no doubt that its "cool" (its oculus rift and Hydra... after all)
    But this actually could be "awesome".

    You should add a weapon like I told you in your list, and test with it, just to compare.
    Nothing is like the experience.
  • eelkin2000eelkin2000 Posts: 10
    NerveGear
    edited August 2013
    @Tgaud

    Actually a flail was our first weapon we tested in game. After experimentation and comparisons we decided to go with a sword and shield approach. The brain is an amazing thing. I'm very surprised my self at how natural the physical feedback seems.
  • TgaudTgaud Posts: 788
    And not shield + soft sword ?
    Well It would be interesting to test anyway :)
  • drashdrash Posts: 2,846
    Neo
    That stadium looks epic! Come to think of it, I've never stood on the in-field of such a stadium and maybe now I'll get to. :)

    Looking forward to this one (for more than just the stadium obviously). :)
  • MikeFestaMikeFesta Posts: 38
    Brain Burst
    That fighting test video is impressive. I like how the characters naturally grapple and interact with each other. Do you have pre-defined poses that the models move into when certain conditions are met? There was very little clipping, are you using physics and collision detection?
  • totallymichaeltotallymichael Posts: 37
    Brain Burst
    This looks so awesome. After watching the "fighting" video it does make me think that positional tracking in the Rift would make this infinitely better. Being able to naturally duck and dodge incoming blows would be amazing. I'm very excited to try this out though. I've been waiting for a fighting/sword game that uses the Hydra.
  • eelkin2000eelkin2000 Posts: 10
    NerveGear
    @MikeFesta

    Thanks Mike. The demo is pretty much a physics sandbox. The player is currently entirely driven by hydra. The AI is controlled through skeletal animations. Both player and AI have another layer of IK and physics. It's very exciting to see how unique each battle and player/AI interaction is when played by different people.

    We will update you guys with more progress soon. Looking forward to more suggestions.
  • 8bit8bit Posts: 94 Oculus Start Member
    @totallyMichael
    Position tracking of the head would add a lot to the experience. Most people end up instinctually pulling back and dodging side to side when they tried our game. I still find myself doing the same.
    Another advantage we would gain is for keeping the hydra hands in correct location relative to player. We have found a technique to handle this but head position tracking would almost completely solve the problem.

    Sixense has announced a wireless hydra which is supposed to come with extra position sensors. If we get a hold of one these would be one of the first things we would try. We have signed up for devkits and are impatiently waiting. :)
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    This is looking really awesome.
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  • nymbnymb Posts: 13
    NerveGear
    Hey all, thanks for the feedback!

    Here is a more final sculpt.
    lkhc8Qql.jpg


    And the polypaint version with some of the basic armor I've created.
    pfYU5bXl.jpg
    http://i.imgur.com/pfYU5bX.jpg

    More Coliseum updates to come, fancy textures to paint, and materials to create!
  • whoisonlinewhoisonline Posts: 415
    NerveGear
    Great work, youtube subscribed and liked, this would be amazing with hydra and head/positional tracking .. keep us updated .
  • OculusOpticianOculusOptician Posts: 253
    Brain Burst
    Are you not entertained? LOL

    http://www.youtube.com/watch?v=FsqJFIJ5lLs
  • DarkJamesDarkJames Posts: 181
    Man this looks great, can't wait to get my Hydra and try it out!

    I'm trying to work on a Hydra FPS and I'm having trouble with the IK stuff, if you're using Unity could you provide any insight on how to do it best? :)
    Seeing is believing
  • eelkin2000eelkin2000 Posts: 10
    NerveGear
    @DarkJames
    Unfortunately we do not have experience with Unity IK system. For our demo we are using UDK. I would imagine the techniques should be the same. Play around with different IK solutions that are provided for you. CCD is a good start. You will notice that your joints might bend in wrong directions. Combination of joint constraints on the skeleton and other IK solutions layered on top will provide you with a decent solution. For example a point constraint on the elbow layered on top of CCD will simulate arm rotation pretty well.

    Good luck. Be prepared for endless tweaking.
  • DarkJamesDarkJames Posts: 181
    eelkin2000 wrote:
    @DarkJames
    Unfortunately we do not have experience with Unity IK system. For our demo we are using UDK. I would imagine the techniques should be the same. Play around with different IK solutions that are provided for you. CCD is a good start. You will notice that your joints might bend in wrong directions. Combination of joint constraints on the skeleton and other IK solutions layered on top will provide you with a decent solution. For example a point constraint on the elbow layered on top of CCD will simulate arm rotation pretty well.

    Good luck. Be prepared for endless tweaking.

    Shucks, oh well. Thanks for the info and yeah I figured it'd be a forevever-project :P
    Seeing is believing
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