Exploring the world of Knightmare with Oculus Rift

Knightmare inspired creations from the community.
jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Sat Sep 05, 2015 2:12 pm

And now the Level 3 Clue Room from Series 8 along with an animated fireball flying across the room with the original 2D sprite and sound. :). Could quite easily have used unitys particle system for the fireball but 95% of the charm would be lost. ;) The corridors of Linghorn lead into this room like the original which provides a nice sense of authenticity.

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High resolution images:
http://imgur.com/a/yv2NN

Video:
https://www.youtube.com/watch?v=dSv0CnN7Fe8

jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Sun Sep 06, 2015 11:30 am

Basic exterior area of Palace Linghorn (series 8 ) pretty much done. Not much to say here really. Approaching the portcullis makes it open along with the original sound effect. :)

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High resolution images:
http://imgur.com/a/I041r

Video:
https://www.youtube.com/watch?v=K9wm8mvjjK8

jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Tue Sep 08, 2015 6:13 pm

And now the most infamous of Knightmares areas..... The Corridor of Blades! :) Looks darker in the rift. Updating to the latest version of unity now allows me to take screenshots/movies with proper widescreen aspect ratios which is nice. The only downside right now is it introduced an oddity where the mirrored view on the monitor shows horrendus ghosting. Thankfully, the ghosting isn't present in the rift. With the HTC Vive and its room scale tracking, I imagine that it'll eventually be possible to physically move left and right to avoid the blades. :)

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High resolution images:
http://imgur.com/a/TVIdW

Video:
https://www.youtube.com/watch?v=W54gjdWmEJY

And the Golden Galleon exterior from Series 8. For some reason, they appear to have used two different models for this so I essentially made a hybrid to combine the pair of them together.

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High resolution images:
http://imgur.com/a/seudV

Video:
https://www.youtube.com/watch?v=CYArtmvdmmI

jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Sat Sep 12, 2015 11:30 am

And now onto the Quest Object Chamber as it appeared in Series 7. Featuring a basic Brollachan that says dialogue from the end of Julies quest :). Brollachan model is a bit limited in terms of functionality as my modelling skills are literally barebones. :P. The eyes actually follow you around the room and track you as you lean left and right. Considering purchasing a dialogue tree Unity asset in the future so it can be fed with knowledge ;)

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High resolution images:
http://imgur.com/a/5FVbs

Video:
https://www.youtube.com/watch?v=o6aTwlBeZjI

jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Sun Sep 13, 2015 3:42 pm

Onwards to the Level 3 clue room from Series 7. (AKA Level 2's clueroom from Series 8 )

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And now for a special guest from Series 4-5. A fully animated skull ghost along with sound effects :)

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High resolution images:
http://imgur.com/a/fxBcH

Video:
https://www.youtube.com/watch?v=Q9VvSvexXWo

jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Fri Sep 18, 2015 6:59 pm

And now the Brollachan can be fed with knowledge :). Like the original, you walk to a certain point in the room and the Brollachan fades in with the same Gong sound. Once you've finished feeding it knowledge, it'll fade out again :)

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High resolution images:
http://imgur.com/a/o1ZPl

Video:
https://www.youtube.com/watch?v=hQ5SO2c6Rhg

No consequences for lying to it right now. As it was technically robbed of its knowledge, it seems impossible for it to be in a position for it to kill a dungeoneer as it wouldn't know if it was being lied to. Any idea if the people behind Knightmare had any death sequences planned for the Brollachan?

jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Thu Sep 24, 2015 7:36 pm

And now onward to the interior of Marblehead Fortress :)

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Which leads us to the entrance to the corridor of blades as it appeared in Series 8 complete with spinning blade and original sound effect ;)

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High resolution images:
http://imgur.com/a/Yo83O

Video:
https://www.youtube.com/watch?v=O_rQBA1HN7I

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Re: Exploring the world of Knightmare with Oculus Rift

Post by JamesA » Sun Sep 27, 2015 7:22 pm

Hi James,

I just wanted to say how much I've been enjoying your Oculus Rift takes on Knightmare. Whilst not being able to officially make a comment until now, I have been watching the vids almost as soon as you've posted them up here on the forum. The Corridor of Blades was particularly eye popping (liked how its possible to turn and watch the blade as it whizzes past) and the Causeway, Play Your Cards Right and moving block rooms are other notable favourites.

Keep them coming. Great work. 8)
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Creator of the Knightmare: 25th Anniversary Documentary

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Re: Exploring the world of Knightmare with Oculus Rift

Post by Canadanne » Sun Sep 27, 2015 8:02 pm

This thread deserves a Merit medal in my opinion! Amazing work, I've absolutely loved every video.

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Re: Exploring the world of Knightmare with Oculus Rift

Post by Mystara » Sun Sep 27, 2015 8:25 pm

Good call.
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jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Sat Oct 03, 2015 9:09 am

Thank you all so much for your support with this. It really does mean a lot to me :)

And now we have the Snap Dragon Tunnels from Series 8 complete with animated Snap Dragons! The walls have been made brighter to compensate for the darkness in the Rift. Those Dragons look huge in the Rift ;)

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High resolution images:
http://imgur.com/a/lYCd9

Video:
https://www.youtube.com/watch?v=IPXECy_Rk4E

Depending on the way motion capture tech evolves and eventually sees somekind of release, I can envision reanimating these snap dragons with my arms/hands to really give it that authentic "glove puppet" look to it. :D

Unfortunately capturing images/videos via the mirror screen right now results in trails/blurring which does reduce the image quality. In the rift, it's much sharper (with the exception of the "Screen Door Effect" which should hopefully be less of an issue once CV1 comes out next year)

With the Dragon Asset that I purchased from the Unity Store, I'm hopeful that this'll eventually pave the way for encounters with Smirkenorf/Bal-Sheba and if I can get my head around the coding, mayby even fully fledged Dragon flights between levels.

jamesuk
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Re: Exploring the world of Knightmare with Oculus Rift

Post by jamesuk » Sun Oct 11, 2015 7:12 am

A couple of other items that I've been working on this week. We now have the room where the Dungeoneer would usually meet Stiletto or a Combination Lock puzzle. Not much to say here. Was mirrored in some cases so that'll be the case in the future here.
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And now we have Smirkenorffs holding area from Series 8 with interactive Smirkenorff that speaks to you :) Really hoping I can get him back up into the skies in the future. ;)
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High resolution images: http://imgur.com/a/UFIM5
Video: https://www.youtube.com/watch?v=8kWggRtOCpE

I now have an instant death system implemented! Complete with classic skull animation and sound effects. I have reanimated it from scratch to take advantage of the 3D stereoscopic effects. Will need to adjust the animation of this in the future as I accidentally animated this in a 4:3 ratio :P and make the jaw/skull top double sided so they don't disappear.

The Coridoor of Blades can now claim more victims! For the blades, I'll most likely be implementing the blood splat from Daniels (Series 8 ) death in the future. :P
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The Snap Dragons killed our poor dungeoneer right at the beginning of the quest. :(
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High resolution images: http://imgur.com/a/3qRxY
Video: https://www.youtube.com/watch?v=NESk7ajtUfg

Along with the death system, I also now have a basic gameover screen implemented which give the player the option to restart the room and quit the game. The "Go back to Antechamber" option is a placeholder for now. Will probably revisit the look of the gameover screen at somepoint. I'll eventually make a main menu which'll likely feature an option to play single rooms. Ideally, the backdrop of the main menu would be a 3D version of the Antechamber. :)
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Exiting the game causes Tregard to spell cast DISMISS which then makes the game exit to the desktop :). The letters appear individually as Treguard says them out which is a nice touch. The blurry text has since been fixed (oversight in how the system worked due to inexperience) :P
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wombstar
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Re: Exploring the world of Knightmare with Oculus Rift

Post by wombstar » Sun Oct 11, 2015 6:30 pm

8) it's like having a real tour of the dungeon.

I shall look forward to the gory version of the death by blades :D
It's always the cracked ones that let the light in

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Re: Exploring the world of Knightmare with Oculus Rift

Post by Canadanne » Sun Oct 11, 2015 7:07 pm

wombstar wrote: 8) it's like having a real tour of the dungeon.
It really is! So cool!

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Re: Exploring the world of Knightmare with Oculus Rift

Post by pjmlfc05 » Sun Oct 11, 2015 8:19 pm

Loving the skull animation and sound effects! Very exciting stuff and looking forward to seeing more of your great work. :)
The only way is onward, there is no turning back.

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