[UPDATED] Beta 1 Build - Tested on the DK2, fixed menu functionality and fixed true black smearing.
For more in depth information and updates, see the VR Dungeon Survival Project Blog.
About The (VR) Dungeon Survival Project
The (VR) Dungeon Survival Project is a game built out of my desire to make something that captures the magic of deep item and environment interaction gameplay of roguelikes, on top of a foundation of survival gameplay.
In addition, the game is my experiment into VR and supporting novel input devices for more interactive, fine-grained gameplay.
What this means is that ultimately Dungeon Survival will support setups that allow the player to play with natural input, such as walking using an omni-directional-treadmill, and interacting with game objects via something like ControlVR.The game will support as many inputs as possible of this type, from ODT + ControlVR through Razer Hydra all the way to regular mouse and keyboard or controller. The end goal is to absolutely make you feel as if you are in the dungeon surviving through its deadly levels, especially when using the maximal supported inputs. Some gameplay will be approximated if no motion-inputs are available (i.e., animations will happen instead).
Mod support is also very important to me, as I fully understand that mods are the key to longevity of games of this sort. Most things will be able to be tweaked or added to without any tools other than a text editor, but advanced functionality will require downloading a mod pack with source files for the game, and getting access to Unreal Engine 4. While that does mean players will have to pay $19 for advanced modding features, it also has some benefits over a built in free tool.
* The UE4 license would still be valid for whatever games the modder would like to make on their own.
* The tools are very powerful, and would not be limited in a way that a built-in tool might be. It’s the same thing that was used to build the game.
* Experience using UE4 to mod the game will translate directly into making games in general, unlike with specialized game-or-engine-specific modding toolkits.
* Drastically different functionality from the base game will be possible without hacking things in a weird way.
When I released the alpha for Storyteller, I did not yet have my Oculus Rift DK2 in hand to test it on, and so was just going off of impressions. When I finally did receive the Rift and tried the demo out, it was a smeary black mess. The OLED panel the Rift (DK2) has comes with an issue with pure-black areas and the border regions between them and colors which aren't entirely black, which causes the black areas to smear outwards.
The menu system didn't work unless you were looking 45 degrees to the left of the actual spot, which wasn't what was happening on monitor, of course.
Performance was also a dog, for various reasons that I'll go into and that have helped Dungeon Survival go from 50fps in a very small scene to being fast enough to play on the DK2 with no judder at all.
In addition to all that I went through and rearranged the level slightly so that you're sitting closer to the creepy storyteller hermit, as before it was far enough out that you didn't have anything interesting in the near field to actually look at. Now you can get a nice view of the distant sky, including circling birds. Fog has also been increased some.
I wanted to include light rays but it unfortunately does not work correctly in stereo.
As to the performance issue, many things were set to cast shadows, have gravity, have collision etc., all of which combined to be tanking down the performance.
Changelist for Beta 1
* Changed level layout significantly to put more interesting things into the near field (player now sits close to the storyteller).
* Increased exp height fog.
* Enhanced lighting greatly to give a lot more variation in color palette, for a brighter but still cave-like feel.
* Added particle light to campfire.
* Fixed menu system (hit Escape to bring up the menu).
* Changed bookmark keybind to Numpad 0, and changed Enter and R to also reset HMD orientation/position (in addition to the normal F1).
* Changed interact time on books to be 2.5s - many users were having issues at 4s. Look at a book to select.
* Fixed many performance issues.
Get the Storyteller: Fireside Tales Beta 1:
In Dungeon Survival news, I've combed through the project and fixed those same issues which were affecting Storyteller's performance.
Recently I've been experimenting with getting the destructible oil barrel integrated with the normal pickup/throw system, though it appears it will require more work to function totally correctly.
In the mean time I'll be hooking up the Razer Hydras for hand control.
Now that Storyteller has a proper demo I feel I can dedicate more time to working on Dungeon Survival.
Latest tweets from @dungeonsurvival
@Mike_Laidlaw Any word on if we can expect a mouselook toggle button for KB/Mouse controls on PC? Not having to hold RMB would be great
Nov 19 2014, 2:29pm
@Mike_Laidlaw For the love of all that is holy give us a mouselook TOGGLE! Holding down RMB is USELESS and should not be the default.
Nov 18 2014, 4:33pm
These could be the final days of the open web or the first days of the rebellion that saves it. Join us Nov 6. T.co
Nov 6 2014, 6:26pm
Nov 1 2014, 2:30pm
Nov 1 2014, 11:06am
Oct 29 2014, 12:19am
How to remove the FOV-reducing vignette from Unreal Engine 4.5 w/ Oculus SDK 0.4.3 support T.co
Oct 26 2014, 6:20pm