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[RELEASE] RogueCraft (DOWNLOAD LINK FIXED)

marchansenjmarchansenj Posts: 77
Hiro Protagonist
edited December 2013 in VR Jam 2015
Getting started to begin development on my JAM entry again. If anyone has any comments or feedback that they would like to see incorporated into the build plan I am all ears.
New Link:
https://www.dropbox.com/s/2dd16kft02v5wzz/RogueCraft.zip

Here is my entry RogueCraft
New Download link:
https://www.dropbox.com/s/2dd16kft02v5wzz/RogueCraft.zip



Description
Game Title: RougeCraft
A rougelike VR Space simulator which places you in command of your own shuttle with the goal of surviving a long journey home. The journey home consists of encounters connected by Jumps thru space.
Your shuttle is equipped with many state of the art systems to aide in your survival.

PLAY TIPS:
Each time you Jump thru space an additional Pirate is added, by the final level you will facing 6 pirates at once. Use Boost and Cloak to split them up and avoid initial damage.

When you are attacked there is a chance that the enemy shot will disable one of your systems this is indicated by a YELLOW MESSAGE and SOUND be sure to keep an eye on your SYSTEMS CONSOLE to ensure that all systems have power.

Some systems when lost can mean your CERTAIN DOOM, like SHIELDS, HULL, or IMPULSE. If one of these Systems goes down make sure to BOOST/REPAIR/CLOAK while you restore power and wait for the system to reboot.

If Weapons loses power you will no longer have a cross-hair which will make aiming and firing tough.

When Shields are restored they will be at 0 so make sure and Repair after your Shields have had power restored otherwise it will take a while for them to regenerate on their own.

Controls:
FLIGHT CONTROLS:
(S) PITCH UP
(W) PITCH DOWN
(A) YAW LEFT
(D)YAW RIGHT
(Q)ROLL LEFT
(E)ROLL RIGHT

ACTIONS:
(LEFT-CLICK) FIRE CURRENT WEAPON
(RIGHT-CLICK) IMPLUSE
(TAB) CHANGES TARGET

(1) ENERGY: DAMAGES SHIELDS
(2) MATTER: DAMAGES HULL
(3) BOOST: SPEED INCREASE
(4) REPAIR: REPLENISH SHIELDS
(5) CLOAK: HIDE FROM RADAR
(0) JUMP: ENABLE HYPERSPEED

HAND CONTROL MODE:
(HOLD-SHIFT + MOUSE) LEFT HAND
(HOLD-SPACE + MOUSE) RIGHT HAND
(LEFT-CLICK) EXECUTE SYSTEM
(RIGHT-CLICK) TOGGLE POWER

Comments

  • MagmasteerMagmasteer Posts: 1
    NerveGear
    Well done, had a lot of fun playing this. I'm still gaining my VR legs and have suffered a lot of VR sickness, but this is the first game i've played that didn't make me feel queezy

    Is there a way to recenter the camera in game? I find that the center tends to shift after looking around a bit
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    Thanks MagmaSteer so glad you enjoyed it.

    I think that fact that your character is sitting and looking thru a port helps with the VR sickness.

    As far as re-centering the camera; unfortunately nothing is in place right now but I will make sure and add it as I plan to continue working on it.
  • novahuxnovahux Posts: 7
    NerveGear
    Awesome work, like prev, i got not motion dizzy at all, its begging for razor hydra support :) (just don't make it surgeon simulator clumsy :lol: )
  • Downloading now, report to follow in a few hours!
  • AnanasAnanas Posts: 181
    Cool, one of the best space sims of VRjam I've played.
    Using the control table with your virtual hands was a nice plus. Scale was perfect too. Took a while to realise what those controls did but it was nice when you figured it out. Everything was readable, though it took some time for the text to appear and thus making the intro a bit long.

    Camera shifted a bit every now and then but it corrected after jumps and it was great. The background space seemed to wrap oddly when you turned your head.

    Didn't make it to the end but going to finish it some time.
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    novahux wrote:
    Awesome work, like prev, i got not motion dizzy at all, its begging for razor hydra support :) (just don't make it surgeon simulator clumsy :lol: )
    Thanks novahux, I agree razor support would be cool, I have been thinking about ordering one.
    Ananas wrote:
    it took some time for the text to appear and thus making the intro a bit long.
    Thanks Ananas, I completely agree; you can just pound on the space bar to skip thru it.
    Ananas wrote:
    The background space seemed to wrap oddly when you turned your head.
    Yeah I have noticed this too I set up my custom skybox as directed by the OVR SDK so I don't really know whats causing it or how to make it go away.

    Sorry the levels are so generic I had plans to have 4 different types of encounters (similar to FTL) with different types of NPCs, a hailing system, ship leveling up etc. But I didn't budget my time well enough and yesterday at 5pm I didn't have any levels. Ended up wasting too much time on pond5 and the like looking for soundeffects and spent WAY too much time in GIMP/Blender making icons/textures considering I am not an artist.

    Next time, if I do another JAM I am going to be sure to try and find an artist and sound designer.

    Thanks for playing!
  • getnamogetnamo Posts: 85
    Brain Burst
    This was fun =)

    Some oomph in the ship dynamics wouldn't have hurt, but overall very impressed!
    Current Project: Skycall
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    getnamo wrote:
    This was fun =)
    Best compliment I could receive! Thanks you made my day.
    Some oomph in the ship dynamics wouldn't have hurt, but overall very impressed!
    I agree with the sentiment, I spent the better half of Saturday looking for the magic bullet to juice it up and ended up adding the Boost.

    Since I am brand new to game development (been writing business apps my whole life) any chance you can point me in the right direction on how to add some oomph to the ship dynamics? Right now the ship is controlled using AddForce and AddRelativeTorque, however the enemy AI is all manual collision avoidance.
    Thanks!
  • getnamogetnamo Posts: 85
    Brain Burst
    Since I am brand new to game development (been writing business apps my whole life) any chance you can point me in the right direction on how to add some oomph to the ship dynamics? Right now the ship is controlled using AddForce and AddRelativeTorque, however the enemy AI is all manual collision avoidance.
    Thanks!

    In space its hard to feel distance, because everything is far away. If i'm traveling but the surrounding stays very similar how can I perceive it? It's why some of the most successful space sims are filled with things, asteroids, planets, big and small. My old favorite is X-wing alliance, combining good story telling with sense of scale, importance and a whole lot of impressive space combat.

    So in short, to know you're travelling you need references, oomph I believe comes from fine tuning the movement dynamics to your environment and sensing that scale.
    Current Project: Skycall
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    Makes perfect sense thanks! Right now the only thing that gives you a sense of movement is the space fog so I need a lot more set pieces to add the extra sense of motion it needs.
    I loved playing tie-fighter I think it came on 15 floppies and blew my mind.

    Btw has anybody been able to reach earth? I haven't gotten past the red level with 6 ships I keep losing the wrong systems at the wrong times. When a system is knocked out I usually cloak to power up the downed system but sometimes your cloak is down and your impulse engines and your just a sitting duck... not very balanced I know but hey what can one expect in 3 weeks.
  • Thodder7Thodder7 Posts: 95
    Wow, I like this a lot. Excellent work marchansenj. I only played for a few mins so far, going to give it a run through tomorrow! I wasn't sure if I was actually moving, but I'll watch for the Space Fog tomorrow. I noticed in a lot of other Space Sims, they have even little white floaty things that pass you as you move through space. How many levels are there? the only thing it is missing is Razer Hydra support! I'm considering giving this game a video review, which would bring some much deserved attention to it. Very excited to put more time into this! Thank you for your hard work.

    - Tyler
    Join the VR Brotherhood: http://bit.ly/1iUAjuf
    Our Youtube Channel!: https://www.youtube.com/user/VRBrotherhood/videos
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    Thodder7 wrote:
    I'm considering giving this game a video review, which would bring some much deserved attention to it.
    Thodder7 please do that would be so awesome, the more interest I can get the easier it will be for me to convince my wife that I should keep working on it :)
    Thodder7 wrote:
    How many levels are there?
    There are 7 levels; each level changes the back drop and adds an additional enemy. I added a star destroyer to level 3 but its just a prop, after level 4 I added some asteroids.
  • Thodder7Thodder7 Posts: 95
    Made a video review, had a lot of fun with this one! Thanks.

    Thanks for watching!

    http://bit.ly/17utwA5
    Join the VR Brotherhood: http://bit.ly/1iUAjuf
    Our Youtube Channel!: https://www.youtube.com/user/VRBrotherhood/videos
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    Thodder7 Thank you so much for taking the time to play and review my game truly made my weekend.

    I am working on a new release which fixes all of the mentioned items as well as adds actually scenarios and mixes up the game-play I can't wait to share it. If anyone else has any feedback that they would like to see incorporated please let me know.
  • whoisonlinewhoisonline Posts: 415
    NerveGear
    Thodder7 wrote:
    Made a video review, had a lot of fun with this one! Thanks.

    Thanks for watching!

    http://bit.ly/17utwA5

    Tyler, great work again on the vid :-) looks like heaps of fun.
  • whoisonlinewhoisonline Posts: 415
    NerveGear
    Hi, thanks for sharing this demo, I can't wait to try it. Downloading now.
  • oh...
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    <Code>AccessDenied</Code>
    <Message>Access Denied</Message>
    <RequestId>3FEF51DFB899B2A8</RequestId>
    <HostId>
    j8M1OxLWqdTm9PyCAJJYmkekNxfxFWrJaPlQt8e4bfQFKsNV2fQ8zvCMaYjswmQp
    </HostId>
    </Error>
    Link is limit?;; T.T;;
  • DarkJamesDarkJames Posts: 181
    Is there a Mac version or just Windows?
    Seeing is believing
  • Donload link no longer works :/
  • marchansenjmarchansenj Posts: 77
    Hiro Protagonist
    DarkJames wrote:
    Is there a Mac version or just Windows?
    Only Windows at the moment as I do not own a MAC but my wife might get one soon so that might change.

    rgfgmail, shdggsdv sorry the competition links quit working. I hope you will still try my game:

    New Link:
    https://www.dropbox.com/s/2dd16kft02v5wzz/RogueCraft.zip

    Thanks,
    Marc
  • DarkJamesDarkJames Posts: 181
    Ah alright.

    If you're using Unity you can make a Mac build on a Windows machine btw :)
    Seeing is believing
  • I gotta say wow :).

    Very smooth and quite the experience with the Rift. I'm a future Star Citizen player so playing this game is a cool look into how SC might operate. Loved looking around the cockpit.

    Is there a way to invert controls? I haven't tried a Joystick/Flight Controls, are these available?

    Either way, very very fun demo. Thanks for the experience!

    Timech
  • Couple of issues:

    1) The Unity logo at start is jarring with the Rift on. Upgrade to Unity Pro, I know easier said than done.
    2) The warp effect at start takes long, hard to get into the action right away.
    3) The intro is entirely too long. The type effect for the text, while good in theory, just prolongs the intro entirely TOO long. Is there a way to skip it? A more intuitive intro to the game should include a tutorial with a more hands-on approach.
    4) The skybox feels too closed in. When moving your head during the intro, the space skybox moves awkwardly as if I can see the edges of the box making up the skybox.
    5) Not sure why but there is a serious fish eye lens thing going on, once again most notable during intro with the planet to the side. Does your game include multiple OVRcameras ?
    6) The textures feel entirely too blurry outside the ship. The control panel seems fine, but everything outside the cockpit looks blurry. Ran a few other Rift demos to make sure it wasn't me. Tried running it on default Rift resolution, and then tried running it at 1980x1200 and letting the Rift downsample, still same result of blurriness.

    Good luck, keep up the good work.
  • DeshartuaDeshartua Posts: 10
    NerveGear
    Just tried this but it just keeps spinning out of control as if the W and A keys are being held?!?! I can fire up every other game I play that uses that comob without issue? Am I missing something??!?!
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