[DEMO V2.0] Oculus Maximus — Oculus
Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

[DEMO V2.0] Oculus Maximus

8bit8bit Posts: 94 Oculus Start Member
edited January 2015 in VR Jam 2015
Oculus Maximus - The Ultimate Gladiator Experience
aK5np1zl.jpg

Demo version 2 is available
(Fight with 2 swords like Spartacus!)
http://www.raginggoat.com/download

Hello Jammers,
Here is a video and a link to the demo we submitted for the jam.
Special thanks to RCMPMARUDER for providing sounds and vocals.

Enjoy the game.


Screenshots
4TTBZXbl.jpg

sQT4Yd5l.jpg

WQ8wZoCl.jpg

W8Go8Fsl.jpg

Gameplay Video


Downloadable Demo
*** Requires Razer Hydra ***
Runs at 60 FPS with i7 and GTX 660 Ti. Lesser systems may not be playable.

Demo version 2.0
http://www.raginggoat.com/download

Below is link to first demo submitted for VR jam
https://dl.dropboxusercontent.com/u/18313052/OculusMaximusDemo.zip
«1345

Comments

  • NaitguolfNaitguolf Posts: 8
    NerveGear
    Nice!!!

    Will you make a non Razer Hydra requirement? Maybe binding the mouse buttons to an arm, so if pressed will follow the movement of it?
  • 8bit8bit Posts: 94 Oculus Start Member
    Right now we don't plan on releasing a demo with mouse or joystick control. This VR experience is really incomplete with the hydras or equivalent input. For the judges we submitted a mouse control version as required but the core of the game is designed around 1 to 1 hand input. Also be sure you have at least a GTX 660 Ti.
  • LeopardonLeopardon Posts: 30
    Brain Burst
    I like this! Very cool, I really enjoyed banging my sword and shield together, the sun rays cutting over the stadium are outstanding, the sense of size in the Colosseum is top notch. Is there anyway to implement impalement or disembowelment? A bit morbid I know but this was the only thing that I can think off to make the fighting just that little bit more visceral. Oh and maybe a head butt attack for when you've lost your limbs haha.

    Kudos guys, really well done!
  • 8bit8bit Posts: 94 Oculus Start Member
    OculusAsh wrote:
    I like this! Very cool, I really enjoyed banging my sword and shield together, the sun rays cutting over the stadium are outstanding, the sense of size in the Colosseum is top notch. Is there anyway to implement impalement or disembowelment? A bit morbid I know but this was the only thing that I can think off to make the fighting just that little bit more visceral. Oh and maybe a head butt attack for when you've lost your limbs haha.

    Kudos guys, really well done!

    Morbid? Maybe a little but that is actually a feature (disembowelment) we planned on having :) . We had to cut it due to time.
    Glad you enjoyed it. Thanks for the feedback.
  • NaitguolfNaitguolf Posts: 8
    NerveGear
    8bit wrote:
    Right now we don't plan on releasing a demo with mouse or joystick control. This VR experience is really incomplete with the hydras or equivalent input. For the judges we submitted a mouse control version as required but the core of the game is designed around 1 to 1 hand input. Also be sure you have at least a GTX 660 Ti.

    Ah... a pity. Does Wii control work as a replacement?
  • eelkin2000eelkin2000 Posts: 10
    NerveGear
    @OculusAsh

    You can expect impalement, throwing of weapons, grabbing opponents, etc in future releases.
  • Of course positional tracking of the body for evading as an alternative to blocking would be great here, too. We need Sixsense's STEM system now! :)
  • LeopardonLeopardon Posts: 30
    Brain Burst
    eelkin2000 wrote:
    @OculusAsh

    You can expect impalement, throwing of weapons, grabbing opponents, etc in future releases.

    Excellent :twisted:

    Glad you guys are continuing to work on this, don't forget the Fascina & Iaculum, Arcus & Sagitta, etc maybe even chariots and ballista eventually:?:

    Awesome work :D
  • AnanasAnanas Posts: 181
    This was just awesome.
    First thing to do when I got to the arena was:
    35dsli.jpg
    Sorry I had to.

    But this was great. The shield and sword worked well together and the sounds were great. Regular punchers began to be little boring but then the swordmen fights started. They were much better. You really had to use your shield while slashing. I didn't make it to the end, got my both arms slashed by the last enemy. Felt like the Black Knight from Monty Python just jumping around the enemy until he killed me. :D

    There was some drifting with the Rift, found myself facing 50° to the right after the fight. Slashing enemies feet didn't quite work with Hydras; if you tried to hit their knees the hydra started glitching.
    Also isn't there any other way to place the hydra base? I'd like to show this to my friends but I don't want to thrust the base to their crotch. Besides my chair is pretty short so I had to keep the base in place with my legs or it might've fallen off.

    But overall a very nice and polished experience!
  • eelkin2000eelkin2000 Posts: 10
    NerveGear
    @Ananas

    Thank you! We are very glad you enjoyed the demo! Unfortunately right now you have to take your friendships to the next level with anyone you want to show the game to. Having the hydra base at your crotch was the only way we could account for the drift or when you really get into the action and move around. Hopefully soon we'll have the wireless hydra and this problem will go away.

    We'll keep you guys posted with updates as we continue to work on this game. The more feedback we get the better.
  • getnamogetnamo Posts: 85
    Brain Burst
    that was a lot of fun :)

    The hydra makes for a much more immersive experience especially for this, part of the reason I changed my project when I found out you couldn't use it. Glad there are some rebels 8-)

    Great things:
    -Atmosphere
    -Scale
    -Beautiful graphics and models
    -Basic fighting dynamics (took me a while to realize you have to move the elbow in order to position the shield right, not just the wrist)
    -broke a sweat, hit some fingers on tables; real pain :D

    Could use some work:
    -the calibration is sometimes odd and didn't fix problems
    -often happened to me to get out of sync (arms inside the body, couldn't get them out)
    -oculus drift, must have some sort of 'reset view button', almost always started off-center, swivel chairs are a savior ;)
    -restart after death

    Future suggestions(I'm sure you're working on a version of these):
    -crowd cheering after a fight, or simply raising both your hands
    -crouching/ducking/dodging, especially for stabbing their feet a key combat mechanic
    -enemies should bleed out if you hit them
    -very often a guy took 5-6 good blows to the neck and was still standing
    -stabbing seemed ineffective

    Absolutely great work for 3 weeks though!
    Current Project: Skycall
  • 8bit8bit Posts: 94 Oculus Start Member
    Naitguolf wrote:
    8bit wrote:
    Right now we don't plan on releasing a demo with mouse or joystick control. This VR experience is really incomplete with the hydras or equivalent input. For the judges we submitted a mouse control version as required but the core of the game is designed around 1 to 1 hand input. Also be sure you have at least a GTX 660 Ti.

    Ah... a pity. Does Wii control work as a replacement?

    We wish it did but Wiimotes don't provide a 1 to 1 spatial position or orientation.
    We do plan on supporting other devices though like PS move, kinect2, and especially Sixense STEM.
  • 8bit8bit Posts: 94 Oculus Start Member
    @getnamo

    Thanks for the great feedback.
    A quick note about the head chopping - If you hit him harder you can usually take his head off in 2 hits. This was one cool benefit we got from using the hydras. More power in your swing really does more damage.
    Just be careful about people or objects around you.
    Have fun.
  • OculusOpticianOculusOptician Posts: 253
    Brain Burst
    Download link is dead, can you host it elsewhere? Want to check it out for sure.
  • SerkSerk Posts: 207
    Hiro Protagonist
    So, Dropbox is giving me an error when trying to download: "This account's public links are generating too much traffic and have been temporarily disabled! "

    Is there any other download link I can use?
  • 8bit8bit Posts: 94 Oculus Start Member
    We will contact Dropbox and get this addressed. I'll respond once we get this cleared with them. Thanks for informing us of this issue.
  • 8bit8bit Posts: 94 Oculus Start Member
    Should be all clear. Try the download again and ping us if you have any problems.
  • LordJuanloLordJuanlo Posts: 304
    Art3mis
    getnamo wrote:
    crowd cheering after a fight, or simply raising both your hands

    Absolutely!
    FirmaRoV.png
    Comunidad española de RV / Spanish VR Community
  • OculusOpticianOculusOptician Posts: 253
    Brain Burst
    It's working again, many thanks. Will post my findings shortly.
  • SerkSerk Posts: 207
    Hiro Protagonist
    It's working again, many thanks. Will post my findings shortly.
    Yeah, it's working for me too.
  • 360FOV360FOV Posts: 476
    Hiro Protagonist
    Fantastic game but where is Russell Crowe? :lol:

    I would like to suggest a couple things you could do to make the combat feel faster paced and more adrenaline pumping. By doing these simple steps I think it could make each battle seem like it is building momentum as it progresses and result in more satisfaction when the opponent is eventually slain.

    You could add a "damage/rage meter" somewhere on the screen that increases as you deliver more strikes and decreases back down if you are being to passive. When you have done enough damage for it to reach a midway point it can have you enter "FRENZY MODE" and every attack delivers 2 fast combo strikes instead of a single blow and therefore does between 50-100 percent more damage. Each time this Frenzy threshold is reached you could make the opponent start flashing between bright and normal and have a voice announce, "Frenzy Mode - maximum damage is now being dealt." Of course, if you are being too careful and not aggressive enough the damage level would drop under 50 and the flashing would stop along with the amount of damage returning to normal, with the announcer now aggressively saying something random like, "Gladiator, stop being a coward. You can't kill him if you are running from him!".

    When you get above 90 percent make it so you are in "KILL MODE" and you can choose from several kill strikes, like the decapitation, to finish the opponent off if you execute the kill move perfectly. When you reach the kill threshold you can make the opponent flash red and have the voice say, "You have him weak! - Finish him off for Caesar!" or "He is done for! - Slay him off for the Empire!" or "Well done gladiator, give the emperor his blood!" or "What are you waiting for? - Kill him like the dog he is!" or cycle through any other random phrase that makes sense here.

    Instead of a "Damage/Rage meter" all this could be done also with a health meter above the enemy's head but with every thing working in reverse instead. Now as his health goes down the dynamics kick in.

    If you don't wish to alter the realism feel of being a gladiator by having any meters display you could just have it activate by checking "arcade mode" at the start-up screen.

    EDIT: Ok, 5 minutes after making this post I remembered this game was mostly made for the hydra. Therefore to do what I wanted I only see 2 choices available.

    1. Use the arcade mode I mentioned and an Xbox controller and thus ignoring the Hydra entirely (this would help if pursuing commercial release since most people don't have Hydra's)

    - or -

    2. Do everything I said except after doing damage with a sword strike automatically perform a "FRENZY MOVE" such as a head but, knee kick to the stomach, elbow strike to the opponents head, or a shield bash. Depending on how you originally attack it could choose one of the moves that are best suited for the follow up and execute it very quickly before returning to what ever position your body is in. It may be slightly harder to program but you could still achieve the extra FRENZY damage. :D
    “My ally is the Force. Life creates it, makes it grow. It’s energy surrounds us and binds us. Luminous beings are we…not this crude matter. You must feel the Force around you. Here, between you, me, the tree, the rock…everywhere!"
  • AnanasAnanas Posts: 181
    I just started to think about the hydras; Because of the latency fast hand movements such as throwing stuff or swinging a sword might feel little clumsy. Could this be helped with a prediction of your hand movement? Just like Rift does with head-tracking. With fast swings the sword could be a little further ahead so that it feels more natural.
    Could it be possible? I'm not a coder but just thinking of it.
  • 8bit8bit Posts: 94 Oculus Start Member
    Ananas wrote:
    I just started to think about the hydras; Because of the latency fast hand movements such as throwing stuff or swinging a sword might feel little clumsy. Could this be helped with a prediction of your hand movement? Just like Rift does with head-tracking. With fast swings the sword could be a little further ahead so that it feels more natural.
    Could it be possible? I'm not a coder but just thinking of it.

    In the early days I did some testing of sword throwing with the hydras. In reality (meat space), I took my training gladius and threw it at a tree in the backyard several times. Then I tried throwing a sword in UDK the same way with hydras and overall it worked quite well. It did not respect the flip of my wrist as much but overall it was reasonable and fun. This was in an empty world so I'm thinking with a full blown game running we will get some lag and might need to do some prediction. Nonetheless, this is one of those things that usually works best by trying. Devil is in the details.
  • 8bit8bit Posts: 94 Oculus Start Member
    @360FOV

    Wow I like how much thought you put into this.
    I'll try to answer each of your points.

    Making the game faster / adrenaline pumping.
    To help people get acclimated to the environment, gladiators and controls, we purposely made the first few opponents have very little activity. This probably contributes to your perception of the game being not as action packed. In a real game those guys would be much more active.

    Rage mode
    If we did have a rage mode it would probably be based on crowd entertainment which would be based on Gladiator activity. We will have to try this out. For now I can tell you though that people quite naturally can have rage mode while playing the game. A few girls that tried the game were slaughtering guys left and right in their own rage modes probably because they were getting into it and not doing the scientific experimenting that some of us technology people do. The best rage mode would be one that we could evoke from a player naturally and let the physics sandbox do its standard thing. We will test out artificial boosts and see how they work but we don't prefer them.

    Meters of any kind
    We really do not like any type of HUD. Visually effects and sounds and any type of haptic a would be preferred.

    Finish him / execution
    Yeah we were really hoping to get that into the demo but just ran out of time. We actually have some vocals for that. :)


    Thanks for your great feedback. Have fun with the demo.
  • kithraxkithrax Posts: 20
    Thank you for producing this for the VR jam! This is the kind of immersion that the Hydra was meant for and thanks to the Oculus and your use of the technology fun ideas are coming to the surface.

    This demo reminds me, a great deal, of Die by the Sword and the more things you can implement from that style of game I think the better. I really miss using the chopped off arm of a Kobold to thrash his little buddies ;)
  • novahuxnovahux Posts: 7
    NerveGear
    Look neat, however i'm unable to get the hydras to initialize. the dll files are extracted to the correct spot.
    Binaries\Win32\UserCode but its a no go, any suggestions ?
  • 8bit8bit Posts: 94 Oculus Start Member
    novahux wrote:
    Look neat, however i'm unable to get the hydras to initialize. the dll files are extracted to the correct spot.
    Binaries\Win32\UserCode but its a no go, any suggestions ?

    Unplug and replug your USB. Then check the wire from hand controls to the base. Sometimes that gets loose but does not fully come out and you won't notice. I suggest you pull out each wire from the base and replug in because it may look plugged in when it is not fully inserted.

    Also yes that is the correct DLL directory.
    See if that works for you.
  • 360FOV360FOV Posts: 476
    Hiro Protagonist
    8bit,
    Do you know if the Sixense Motion Creator 2 or the Razor driver works best for this demo?
    “My ally is the Force. Life creates it, makes it grow. It’s energy surrounds us and binds us. Luminous beings are we…not this crude matter. You must feel the Force around you. Here, between you, me, the tree, the rock…everywhere!"
  • 8bit8bit Posts: 94 Oculus Start Member
    360FOV wrote:
    8bit,
    Do you know if the Sixense Motion Creator 2 or the Razor driver works best for this demo?

    I recommend exiting "Sixense Motion Creator 2". It's primary purpose is to map hydra to mouse controls so it is not necessary.

    We are using the native Sixense drivers. You don't need to worry about it though. Just run the batch file called, "RunThisOnce.bat" and it will put the DLLs in the proper place.
  • LordJuanloLordJuanlo Posts: 304
    Art3mis
    I couldn't resist and I created a video for my YouTube channel, wearing a gladiator costume :lol: :lol: :lol:

    It has English captions

    FirmaRoV.png
    Comunidad española de RV / Spanish VR Community
Sign In or Register to comment.