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Spellbound Game Play Video

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I created a 10 minute game play video of Spellbound this afternoon and thought I'd share with everyone. This is played in a room scale environment on the HTC Vive and features a locomotion system I invented. Have a look :)

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Very nice. I like the spell that looks like you kind of flinging away with a sideways motion. I am totally unfamiliar with VR so can't comment on the experience, but it looks good compared some other VR games I've seen. Must be a challange to find things that works for VR I guess.

 

BTW, where is the crow? Did you cut it?

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Very nice. I like the spell that looks like you kind of flinging away with a sideways motion. I am totally unfamiliar with VR so can't comment on the experience, but it looks good compared some other VR games I've seen. Must be a challange to find things that works for VR I guess.

 

BTW, where is the crow? Did you cut it?

The crows are still in the game, this was just the "prelude" chapter. Crows are in Act 1. The idea is that you recover a black book in the prelude which contains a sealed demon, and only after you become in possession of this book (Act 1), does a demon possessed crow befriend you and trick you into releasing its body from the book... You release the demon, the demon possessing the crow repossesses its own body, and... the rest is a surprise ;)

Finding what works in VR is 100% about trying it out. I find that you just *have* to try something out, even if you think it might not work. We make assumptions that something isn't going to work or causes motion sickness, and our assumptions are wrong. We assume something *will* work, but it doesn't and/or causes motion sickness. Test, experiment, iterate. Building VR content is not exactly intuitive as you'd expect...

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Neat motion trick, if I am interperting it correctly, is it swinging your arms, sort of like jogging in place?  Without having to put a controller down your pants =)  I'm guessing it cuts down on the motion sickness, I wonder if it works via distraction.

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Liked the upward motion for the fireballs and the descent into that crypt-like structure.

I think there's some missing polish in a lot of places, but it looks like a fluid experience to build upon.

 

I imagine you have a lot in terms of vFX that you'd like to add? Would love to see these zombies on fire when hit by a fireball, and the ground scorched. In scope?

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Liked the upward motion for the fireballs and the descent into that crypt-like structure.

I think there's some missing polish in a lot of places, but it looks like a fluid experience to build upon.

 

I imagine you have a lot in terms of vFX that you'd like to add? Would love to see these zombies on fire when hit by a fireball, and the ground scorched. In scope?

The zombies do have fire when they're burning, but I need to do another pass to make it more apparent that they're on fire. I'd like to have an "AAAaah, I'm burning!!!" animation with wildly flailing arms and fire everywhere, and create a burnt skin material, but I've also got to start thinking about what's appropriate for audiences. Today I learned that China has content restrictions on things like showing blood, so I would have to check to see if a burning zombie would be okay. But, that's also a polish feature that's a little further down the production line :)

The game is still 100% a work in progress though, so there's a lot of stuff that needs to be fixed up. I still focused on getting the core functionality finished so I have something shippable :)

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Neat motion trick, if I am interperting it correctly, is it swinging your arms, sort of like jogging in place?  Without having to put a controller down your pants =)  I'm guessing it cuts down on the motion sickness, I wonder if it works via distraction.

Yup! Swing your arms side to side to move, as you would swing your arms while walking down the street :) Everyone who has tried it out so far has been surprised that it doesn't cause motion sickness. I think pairing the movement system with a physical motion helps a lot to cut down on the potential motion sickness. I tentatively think I've stumbled onto the future of locomotion for VR :)

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