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Author Topic: Aliens, Trolls & Dragons - TPP Action/Adventure/Shooter with VR support  (Read 8920 times)

Kubold

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Hello!

Just want to share the game I'm developing using JUST PlayMaker.

Aliens, Trolls & Dragons is a Third Person Perspective, Action/Adventure game with native Oculus Rift support (and also on standard monitors). It will be released as a single player experience on PC and Mac in a form of episodes. The first one is expected to ship this Fall.

Gameplay video:


Announce Trailer:

I hope you like it :)

« Last Edit: July 11, 2014, 02:17:01 PM by Kubold »

Lane

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Looks totally awesome!  :o
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Graham

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Pretty baddass!
More templates on the Unity Asset Store!

Disclosure: We are using affiliate links to our assets; we may receive a commission for purchases made through them. This helps us to continue developing and maintaining great products!

jeanfabre

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Impressive!!!

Keep us updated

 Bye,

 Jean

TBrayner

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Hello!


I hope you like it :)

What!? All in Playmaker  :o, seems awesome! Congratulations!

Can you post some overview how is develop for Oculus+Playmaker?

Kubold

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So far there are no differences between oculus and normal cameras if it comes to gameplay scripting. You get the rotation from the cameras just as you would from any other Game Object and that's pretty much it. The rest of the VR magic is done by Oculus SDK Unity integration scripts that are provided on their www. It just works right out of the box, you just design a game around it :)

What will be problematic, is the positional tracking in Rift DK2. I can't really imagine what would prevent you to just put your head in the geometry, if you want. Some kind of rigid body on the cameras..? Anything I could think of seems not elegant.

Lane

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What will be problematic, is the positional tracking in Rift DK2. I can't really imagine what would prevent you to just put your head in the geometry, if you want. Some kind of rigid body on the cameras..? Anything I could think of seems not elegant.

I was wondering about this too, and it was the only reason I was debating getting the DK2. There's really no safe preventive measure for it that doesn't induce discomfort and the best workaround seems to be pushing the body away from the wall when the head hits it, which is probably going to be a nightmare to build around...
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

TBrayner

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So far there are no differences between oculus and normal cameras if it comes to gameplay scripting. You get the rotation from the cameras just as you would from any other Game Object and that's pretty much it. The rest of the VR magic is done by Oculus SDK Unity integration scripts that are provided on their www. It just works right out of the box, you just design a game around it :)

What will be problematic, is the positional tracking in Rift DK2. I can't really imagine what would prevent you to just put your head in the geometry, if you want. Some kind of rigid body on the cameras..? Anything I could think of seems not elegant.

Is needed to use the  Oculus DevKit need of Unity Pro?

Lane

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So far there are no differences between oculus and normal cameras if it comes to gameplay scripting. You get the rotation from the cameras just as you would from any other Game Object and that's pretty much it. The rest of the VR magic is done by Oculus SDK Unity integration scripts that are provided on their www. It just works right out of the box, you just design a game around it :)

What will be problematic, is the positional tracking in Rift DK2. I can't really imagine what would prevent you to just put your head in the geometry, if you want. Some kind of rigid body on the cameras..? Anything I could think of seems not elegant.

Is needed to use the  Oculus DevKit need of Unity Pro?

Currently yes because it uses Render Textures. I've noticed in a few scattered interviews and stuff about per pixel stuff and someone has made a wrapper to do it without pro (not sure how reliable it is) so its possible that later OVR may provide support for non-pro if its faster than using render textures.
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

Kubold

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Wow! The latest screenshot actually won Image of The Day award on gamedev.net! I'm starting to believe :)

http://www.gamedev.net/page/showdown/view.html/_/jakub-kisiel-r36818


Btw. Playmaker didn't fail me once. Gameplay is coming up real nice. Whatever problem I encounter is in 99,5% of cases solvable with native Actions.
« Last Edit: June 04, 2014, 03:46:36 AM by Kubold »

doppelmonster

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Wow! That looks just great!
Are you doing everything yourself or did you build up a team for that?

Keep us updated!


Kubold

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I'm developing the game myself, but if it comes to environment assets, I embraced the internet and all the royalty-free stuff it offers. It's the only way to make this game without kickstarter and hiring 2-3 enviro asset artists.

reedomatic

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Wow, this look really good. Looking forward to seeing more on this.

sorensilk

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That's looking really great so far. Especially considering you're doing everything yourself. That's how I'm working too and it's definitely fun but challenging.

Also great to see more Oculus Rift developers working with Playmaker.

Kubold

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Hey,

I want to show some gameplay! The game has two modes, normal displays and Oculus Rift, so there's 2 videos. And still - no code. Just pure PlayMaker :)


Enjoy!