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Found 195 results

  1. Hi all, My name is Lewis Boadle, and I'm an experienced illustrator, designer and 2D/3D games artist with several dozen released titles under my belt, across all types of platforms. I've worked on big games (Star Wars, James Bond, Harry Potter), mobile (the Quell series of puzzle games), and indie stuff (most recently American Fugitive, from my Indie studio Fallen Tree Games).I'm a big advocate of VR, and would love to work on one or more small (limited environment but high-concept) VR experiences that have been kicking around in my head for a few years. I'm hoping to establish a fun and relaxed remote relationship with a Unity games programmer to try out some ideas and develop a prototype. If it goes well, I would be happy to consider a commercial release, but of course this is not a guarantee. To be clear, this is not a paid project, but a voluntary collaboration initially.Should have own VR set-up, ideally Oculus.Drop me a line if you'd like to know more.
  2. Hey to all!! My name is Billy and I have a game/world idea that I want to very much bring to fruition. It would basically be a new world where anyone can live out their fantasies. Sort of a "Westworld" if you will except my world would focus mostly on stimulating ones private area senses to induce a strong Orgasm. Theres so much new technology and we can now make this happen. Im open to ideas and open to joining other developers who need help with anything. Hope to hear from you guys soon.
  3. Hi, I'm seeking people interested in help making "Galaxy Forces VR" a great game. I'm currently alone and like someone that can create simple 3D-models, and a programmer to join the team. The project is being developed using Unity/C#. It's a 2D game, but viewed in 3D. The game is based on my project "Galaxy Forces V2", but this will be single player only, and support the game modes race and mission. There will be global hi-scores on the website with replays of the record scores and ranking of top players, as it adds a lot to the game. And also keeps players interested for longer time. Everything is not written in stone, there are possibilities for someone creative to add their own ideas. In fact I encourage any team member to test and think about different options of how to make the game better. A change to the original is that this will be easier to play for beginners to make it more attractive but not easier to master fully. This is the original complete version: http://www.galaxy-forces.com/ I'm new to Unity, and only have a little knowledge of how to create 3D models. I know C++ fully, but C# is mostly the same. I might get the coding done myself, but it would feel better to have one more person coding and testing their ideas. I share a picture from the development, and a demo version in current state, so you can decide if you want to join. The plan is to release it on the Oculus Store in half a year. I have a todo list, and I promise to do what I can and spend much time on this to get it done to completion. I like to share the profits with those who want to join and have actually done something that pushes the project forward. The demo runs on Windows without VR, but Oculus Rift is recommended to be able to choose level in the menu (otherwise press Return to play the default level)... Galaxy Forces VR v0.1 https://drive.google.com/open?id=1GpcfMzAsgsBPkht_RV3lTJcRR0zI3AKo The presentation right now may not be the final result, especially the menu needs a new look with more contents. It is true that it is a hobby project, but I think it has great chances to get accepted by Oculus. There is a large contents of 50 levels for one thing, and the levels don't need much work to reuse for this project. Also since VR is not main stream, and there aren't so many games released, it will not drown in the noise as easily. And I think VR people buy more games than most, at least I do. This is the full TODO list, that covers most of the needed work from now to release. I think the time plan is realistic... Map elements - Landing zone, hangar building - low poly model (only visual) - Landing zone, antenna - low poly model (only visual) - Map decorations, trees - low poly model (visual, and collision in map) - Map decorations, barrels - low poly model (visual, and collision in map) - Map decorations, red/green house in 3 parts (left, center, right) - low poly model (visual, and collision in map) - Z-objects for decoration. Objects that can be placed in a map that are larger and sticks out towards the player to make it more visually pleasing to play VR, for example brick walls in different shapes (only visual, placed inside walls not accessible to the ship) The levels - Now there are 23 race levels and 23 mission levels. There also exist levels for dogfight and mission_coop, take these levels and convert them to race and mission to get 50+ levels - Need to fix the editor to make it possible to place the new Z-objects in the maps and go through each map and add them Door element - A low poly model for the end points of the door (only one needs to be created, can be rotated in 4 different angles to make all parts) - Implement the door element in code Enemies - Create them in 3D [enemy 0..6] - Implement them in code Game Status - Race: show Time, Current checkpoint, Current lap/Total laps, Health bar - Mission: show Lives, Health bar, Fuel bar, Cargo bar, Score Sound - Add existing music to the menu and game - Add existing sound fx in the game Menu - More contents (could be Game Name text/logo, animated objects, clouds, anything really) - Better gfx (different textures for the level select elements) - Show your score vs the world best on each level, also show your rank (gold, silver or bronze) - Make part 2 of the menu - after a level is selected in part 1, shows 3 options - play, play your best replay, play the world record replay - Settings to turn the music on/off (+a minimum of other settings). The VR room around the player - More contents (could be clouds and a skybox, or a room, or blackness in space, anything really) Replay - Implement replays in code - Online hiscores - that is, be able to send/load the replays to the website (either HTTP or HTTPS if possible, maybe easy to do HTTPS with C# ?) - The hiscore implementation on the website. (mostly done already) Website - www.galaxy-forces-vr.com exists. - Better/more contents + the hi-scores Release - Images in different sizes for release on the Oculus Store - Game play promotion video - Test/fix it working on minimum req hardware The demo + the todo list should help get a picture of what this game will be and help you decide if you want to join and if you have the skills needed. Hope to hear from you.
  4. Hey Everyone, this is my first time posting on gamedev.net before so please excuse me if I'm a little green with all of this. As VR games become more mainstream and better game mechanics are developed and refined, I've been theorizing about new and interesting ways to create interaction between players and NPC's. Currently, in the field of RPG's in particular, all quests and world interaction is delivered by NPC's or by other objects in the world such as job/killboards. Even if a quest has been fully scripted, this form of data transmission is extremely static and inflexible. It doesn't allow the player to progress the story in their own way or to have flexible conversations where the quest is defined over the duration of said interaction. Because of this, I've been taking a look into how machine learning and other forms of AI could allow for a user to receive quest data in more organic ways. Maybe we could have an AI that could process voice chat, analyze what was said and then produce conversation pieces geared toward the quests they are offering. But with no experience in the field of machine learning, I wouldn't even know where to begin. But that's when it hit me, why try to create smarter AI when you could just use humans to do the job for you? And so I searched high and low on the internet for any game that may have done this but the only games that came close were EVE:Online, with its player-driven trade market/encounters, second-Life (for the same reason), and maybe Fallout76 with it's lack of human NPC's. Nowhere else could I find player characters being the primary drivers of social, economic, and character growth. Is it so radical to think that a game and it's questing systems could be completely player driven where no NPC's exist? With VR in particular where games Like VRChat and Rec Room are redefining social interaction, hasn't the time come where we can make questing an interaction between player and player versus player and NPC? I was wondering if anyone could point me in the direction of a game that would come close to this idea? Thanks, R3ST4RT
  5. ThomasG_art

    PBR Fantasy environment

    A complete scene and prefabs created in unity. allow you to get you started rapidly. Mountains, ruins and cave areas are all included:http://u3d.as/1ypw The cliffs/rocks and ruins feature a trilanar shader, you can customize the colors/textures and overlays. The water and vegetation shader are also customisable. The trees/vegetation prefabs are using unity's terrain system and are already set-up for you. The ruins prefabs are modular and fit on a grid. The cloths prefabs are using unity cloth's system and can be adjusted. Particle effects, air particles, clouds, mist , butterflies, etc...Trailer:
  6. I'm interested in trying to develop a nice VR game. Already have developed some demo's and components. Only looking for hobbyists, so no stress, deadlines etc.. just fun. I'm a 'junior' Unity developer with knowledge of C#. Preferably looking for dutch developers/artists to team up. Cheers!
  7. After about three long years of development, the most awaited Blender version, Blender 2.80 finally shipped yesterday. This release comes with a redesigned UI interface, workspaces, templates, Eevee real-time renderer, grease pencil, and much more. The user interface is revamped with a focus on usability and accessibility Blender’s user interface is revamped with a better […] The post Blender 2.80 released with a new UI interface, Eevee real-time renderer, grease pencil, and more appeared first on Packt Hub. View the full article
  8. Full Body Performance Capture Data Streamed Directly Into Game Engines, New File Formats Added; Live Booth Demo at SIGGRAPH 2019 LOS ANGELES, Calif. – SIGGRAPH – July 29, 2019 – Vicon today announces the upcoming release of Shōgun 1.3, the latest addition to its industry-leading performance capture platform for entertainment, including games and VFX. Shōgun 1.3 introduces the world's most precise finger solving, enabling artists to create and see fully animated characters in real-time, saving both time and money. Users will also be able to stream their own characters directly into game engines, and support for the Universal Scene Description (USD) format has been added, opening the door to mobile devices and augmented reality. The addition of the new finger solving in Shōgun 1.3 means that users can record the entire body – from skeletal movements to the smallest hand gestures – for use in projects ranging from Hollywood blockbusters to AAA games. To create this highly sophisticated finger solving, Vicon partnered with Framestore, the Academy Award-winning VFX studio whose resume includes films like Gravity, Blade Runner 2049 and Spider-Man: Far From Home. “For several years we’ve worked with Vicon on a host of projects, so the opportunity to work with their team to address something that artists have been waiting on for years was an easy decision,” said Richard Graham, Framestore’s virtual production supervisor. “We have already successfully deployed it on a number of projects, and given that it is part of the whole-body solve, it fits straight into our real-time and offline pipelines." For more than 18 months, Vicon and Framestore worked to perfect Shōgun’s finger tracking, based on a dense 58-marker set capable of tracking finger and knuckle movements. Users can choose a reduced set to animate the fingers; that data can then be combined in real-time with a user’s digital rig, producing a fully animated digital character capable of intricate movements, from writing a letter to playing an instrument. A process that used to take weeks of painstaking animation can now be done instantly. “Capturing full five-finger motion capture data has been at the top of customers’ wish lists,” said Tim Doubleday, Vicon product manager. “This is a milestone for Vicon and motion capture.” New Retargeting Pipeline for Game Engines Along with finger solving, Shōgun 1.3 grants users the ability to record data directly into a game engine – including both Unity and Unreal Engine 4 – without the need for third-party packages. Shōgun users can retarget a performance onto any FBX skeleton in Shōgun, and within seconds see an animated version of their character, adding full performance digital avatars in the game engine. Through virtual production workflows, users can then change settings on the fly and alter the scene in real-time as needed. This allows for a new form of film and game development, delivering intricate and realistic projects in a fraction of the time. New File Formats Shōgun 1.3 is now the only motion capture platform on the market that can export skeletal data using the new Universal Scene Description (USD) format, a file type currently used by major VFX companies around the world, including ILM, Framestore and Pixar. By using the USD format, Shōgun 1.3 can export data directly to iOS devices, giving users the ability to view Vicon’s data directly on an Apple device, while also supporting Apple’s new AR kit technology for use in augmented reality. Shōgun Live & Post Highlights Shōgun Live users will find several improvements to the overall functionality, including multi-machine support, allowing scaling of processes across multiple PCs and improving performance for large captures. The addition of “camera mask painting” also means users can block out background noises like reflective objects and additional light sources. Shōgun Post will feature a new gap list function, allowing users to first identify individual users and then separate a single performer. From there, Shōgun will identify any gaps in the performer’s movements and automatically fill them in based on the expected movement. A waving hand missing a marker on a finger will add that finger or a gap in a moving fist will be filled, all without forcing artists to spend precious time individually filling in these gaps one by one. Shōgun 1.3 Showcased at SIGGRAPH At SIGGRAPH 2019, Vicon will demonstrate the Shōgun platform by letting people direct their own animated movie starring live actors, all in real-time. The actors will work with the attendees while utilizing the latest virtual production tools, including real-time capture from Apple’s new AR Kit technology. All data will be captured in Shōgun 1.3 and streamed into Epic Games’ Unreal Engine. The actors will appear as animated characters, with digital assets added to the scene courtesy of the Epic Marketplace. Something that normally takes weeks or months can now be done instantaneously. Vicon will host its interactive SIGGRAPH demo July 30 – August 1, with sessions taking place at Vicon’s booth #741 throughout the day. Between sessions, Vicon’s Tim Doubleday will offer a closer look at the new tools, with scheduled demos taking place on Tuesday and Wednesday at 4 p.m., and Thursday at 2:30 p.m. Availability Shōgun 1.3 is currently in closed beta, with a roster of users that includes Electronic Arts, Framestore, ILM, Pixar, Ubisoft and more. The beta will be available to the public in September, with the full version expected later this year. About Vicon Academy Award-winning Vicon is the world’s largest supplier of precision motion capture and tracking systems. It serves customers in the CG animation, object-tracking, virtual and augmented realities, engineering, biomechanics, sports and clinical sciences arenas. Vicon is a subsidiary of Oxford Metrics (LSE: OMG), the international software company servicing government, life sciences, entertainment and engineering markets. Other holdings include Yotta, a provider of software and services for infrastructure asset management. Amongst many others, Vicon global clients include: Entertainment: Framestore, Audiomotion, The Imaginarium, Quantic Dream, Ninja Theory, Konami, Activision, Sony, Dreamworks, ILM, USC, EA, Capture Lab, CD Projekt, Digic Pictures, IO Interactive, Creative Assembly, Plarium Games, Mocap Lab, Seasun VR: Artanim, VR Tech, Dreamscape VR, Canon, Samsun
  9. Full Body Performance Capture Data Streamed Directly Into Game Engines, New File Formats Added; Live Booth Demo at SIGGRAPH 2019 LOS ANGELES, Calif. – SIGGRAPH – July 29, 2019 – Vicon today announces the upcoming release of Shōgun 1.3, the latest addition to its industry-leading performance capture platform for entertainment, including games and VFX. Shōgun 1.3 introduces the world's most precise finger solving, enabling artists to create and see fully animated characters in real-time, saving both time and money. Users will also be able to stream their own characters directly into game engines, and support for the Universal Scene Description (USD) format has been added, opening the door to mobile devices and augmented reality. The addition of the new finger solving in Shōgun 1.3 means that users can record the entire body – from skeletal movements to the smallest hand gestures – for use in projects ranging from Hollywood blockbusters to AAA games. To create this highly sophisticated finger solving, Vicon partnered with Framestore, the Academy Award-winning VFX studio whose resume includes films like Gravity, Blade Runner 2049 and Spider-Man: Far From Home. “For several years we’ve worked with Vicon on a host of projects, so the opportunity to work with their team to address something that artists have been waiting on for years was an easy decision,” said Richard Graham, Framestore’s virtual production supervisor. “We have already successfully deployed it on a number of projects, and given that it is part of the whole-body solve, it fits straight into our real-time and offline pipelines." For more than 18 months, Vicon and Framestore worked to perfect Shōgun’s finger tracking, based on a dense 58-marker set capable of tracking finger and knuckle movements. Users can choose a reduced set to animate the fingers; that data can then be combined in real-time with a user’s digital rig, producing a fully animated digital character capable of intricate movements, from writing a letter to playing an instrument. A process that used to take weeks of painstaking animation can now be done instantly. “Capturing full five-finger motion capture data has been at the top of customers’ wish lists,” said Tim Doubleday, Vicon product manager. “This is a milestone for Vicon and motion capture.” New Retargeting Pipeline for Game Engines Along with finger solving, Shōgun 1.3 grants users the ability to record data directly into a game engine – including both Unity and Unreal Engine 4 – without the need for third-party packages. Shōgun users can retarget a performance onto any FBX skeleton in Shōgun, and within seconds see an animated version of their character, adding full performance digital avatars in the game engine. Through virtual production workflows, users can then change settings on the fly and alter the scene in real-time as needed. This allows for a new form of film and game development, delivering intricate and realistic projects in a fraction of the time. New File Formats Shōgun 1.3 is now the only motion capture platform on the market that can export skeletal data using the new Universal Scene Description (USD) format, a file type currently used by major VFX companies around the world, including ILM, Framestore and Pixar. By using the USD format, Shōgun 1.3 can export data directly to iOS devices, giving users the ability to view Vicon’s data directly on an Apple device, while also supporting Apple’s new AR kit technology for use in augmented reality. Shōgun Live & Post Highlights Shōgun Live users will find several improvements to the overall functionality, including multi-machine support, allowing scaling of processes across multiple PCs and improving performance for large captures. The addition of “camera mask painting” also means users can block out background noises like reflective objects and additional light sources. Shōgun Post will feature a new gap list function, allowing users to first identify individual users and then separate a single performer. From there, Shōgun will identify any gaps in the performer’s movements and automatically fill them in based on the expected movement. A waving hand missing a marker on a finger will add that finger or a gap in a moving fist will be filled, all without forcing artists to spend precious time individually filling in these gaps one by one. Shōgun 1.3 Showcased at SIGGRAPH At SIGGRAPH 2019, Vicon will demonstrate the Shōgun platform by letting people direct their own animated movie starring live actors, all in real-time. The actors will work with the attendees while utilizing the latest virtual production tools, including real-time capture from Apple’s new AR Kit technology. All data will be captured in Shōgun 1.3 and streamed into Epic Games’ Unreal Engine. The actors will appear as animated characters, with digital assets added to the scene courtesy of the Epic Marketplace. Something that normally takes weeks or months can now be done instantaneously. Vicon will host its interactive SIGGRAPH demo July 30 – August 1, with sessions taking place at Vicon’s booth #741 throughout the day. Between sessions, Vicon’s Tim Doubleday will offer a closer look at the new tools, with scheduled demos taking place on Tuesday and Wednesday at 4 p.m., and Thursday at 2:30 p.m. Availability Shōgun 1.3 is currently in closed beta, with a roster of users that includes Electronic Arts, Framestore, ILM, Pixar, Ubisoft and more. The beta will be available to the public in September, with the full version expected later this year. About Vicon Academy Award-winning Vicon is the world’s largest supplier of precision motion capture and tracking systems. It serves customers in the CG animation, object-tracking, virtual and augmented realities, engineering, biomechanics, sports and clinical sciences arenas. Vicon is a subsidiary of Oxford Metrics (LSE: OMG), the international software company servicing government, life sciences, entertainment and engineering markets. Other holdings include Yotta, a provider of software and services for infrastructure asset management. Amongst many others, Vicon global clients include: Entertainment: Framestore, Audiomotion, The Imaginarium, Quantic Dream, Ninja Theory, Konami, Activision, Sony, Dreamworks, ILM, USC, EA, Capture Lab, CD Projekt, Digic Pictures, IO Interactive, Creative Assembly, Plarium Games, Mocap Lab, Seasun VR: Artanim, VR Tech, Dreamscape VR, Canon, Samsun View full story
  10. Name: The Chronos Ark Type: Multi-player & Single-player Online Game where players design & play matches from their personalized lobby. Platforms: PC, Console, VR Complete Overview: - Main Stat System = STR, INT, DEX, WIS, CON, LUK = Sub Stat System - Damage, Critical Damage, Magic Damage, Attack Speed, Cast Speed, Critical Rate, Magic Defense, Attack Speed, Defense, Evasion, Accuracy + STR (Strength) ~ Increases Damage ~ Increases Critical Damage + INT (Intellect) ~ Increases Magic Damage ~ Increases Cast Speed + DEX (Dexterity) ~ Increases Attack Speed ~ Increases Accuracy + WIS (Wisdom) ~ Increases Accuracy ~ Increases Magic Defense + CON (Constitution) ~ Increases Attack Speed ~ Increases Defense + LUK (Luck) ~ Increases Evasion ~ Increases Critical Rate - Item System + The Item sets enabled in the Match determine all equip, use, quest, mics, and drop items in the map. + Equip Items = Helmets, Earrings, Necklace, Chestplates, Gloves, Braclets, Rings, Leggings, Boots, Weapons, Shields ~ Helmets provide Defense & Accuracy ~ Earrings provide Magic Defense & Accuracy ~ Necklaces provide Magic Defense & Evasion ~ Chestplates provide Defense & Evasion ~ Gloves provide Attack Speed & Cast Speed ~ Bracelets provide Magic Defense & Evasion ~ Rings provide Magic Defense & Accuracy ~ Leggings provide Defense & Accuracy ~ Boots provide Defense & Evasion ~ Weapons provide Damage, Magic Damage, Critical Damage, Accuracy, Critical Rate, Attack Speed, Cast Speed ~ Shields provide Defense, Magic Defense, Attack Speed, Cast Speed + Use Items = Recovery, Elixirs ~ Recovery Items provide Health, Mana, Energy, and Rage temporary regeneration. ~ Elixir Items provide temporary stat boosts. + Misc Items = Quest Items, Materials ~ Quest Items can be obtained while the specified quest is active. ~ Materials are used to create Equip Items. - Skill System + Skill Types = Move, Action, Control, Ultimate + Skill Styles = Projectile, Grab, Melee, Select, Teleport, Dash + Skill Targets = Single, Splash, Multi, Chain, AoE + Skill Ranges = Melee, Tiny, Small, Medium, Large, Massive, Global + Skill Attributes = Burn, Freeze, Stun, Confuse, Weaken, Empower - Hero System + Heros are unique characters avaiable for play while in a match. + Heros each contain their own unique base stats and set of skills: ~ 1 Move Skill ~ 1 Action Skills ~ 1 Control Skill ~ 1 Ultimate Skill ~ All Hero stats are reset at the end of each match and do not carry over to other matches ~ No Character Stats affect Hero stats - Character System + For the first 24 hours that a player is logged in they have access to a large variety of features & cosmetics at the cost of gaining no EXP or Credits until the trial period is over. + Characters are completely customizable cosmetically: ~ [ Gender ] Type ~ [ Hair ] Color, Type, Size ~ [ Eye ] Color, Type, Size ~ [ Face ] Type ~ [ Ears ] Color, Type, Size ~ [ Wings ] Color, Type, Size ~ [ Tail ] Color, Type, Size ~ [ Skin ] Color, Type ~ [ Muscle ] Size ~ [ Height ] Size ~ [ Weight ] Size + Characters each have 4 Skills selected by the owning player based off of their owned heros + Characters are used while in player lobbies & matched with [ Hero ] set to "Character" + Characters all have the same base stats but are altered by their chosen 4 skills. + Character Levels are permenant + Characters can be used in a public lobby to kill minions for additional credits & character exp. + A Character's equipment can be altered with cosmetic skins. + Characters have five multiplayer stats: ~ Character Level ( Increased by EXP gained ) ~ Cosmetic Level ( Increased by Cosmetic Unlocks ) ~ Player Ranking ( Evaluated by Overall Game-play Performance ) ~ Designer Ranking ( Evaluated by Overall Game-host Performance ) ~ Master Ranking ( Evaluated by Overall Performance ) - Map System + All maps are designed with a 2D & 3D Layout to allow for exchange through match styles. - Lobby System + Lobbies can be switched from private (Friends Only) to public (Anyone) by paying in-game credits per hour of online time per player slots. + Player's can change a Lobby's landscape, size, theme, and style while in private mode and publish the lobby it's they are ready for public mode. + While a Lobby is in public mode it will spawn minions in the farming zone where you can farm credits & other bonuses while not in a match. + A Lobby's owner can assign ranks to players in their lobby allowing them to access lobby functions such as: ~ Creating a Match ~ Enabling reward boosters ~ Spawning Lobby Bosses - Match System + Aside from the Player-created matches there will also be random rotating matches and daily official matches. + A Match has 11 different customizable settings: ~ [ Join ] Immediate / Delay / Always / Invite ~ [ Type ] Role Playing Game / Battle Arena / Battle Royal / King of the Hill / Farm Boss / Trading Card Game / Mob Survival ~ [ Style ] Side Scroller / First Person / Third Person ~ [ Time ] Round Time Limit / Match Time Limit / Unlimited ~ [ Players ] Minimum Player Limit / Maximum Player Limit ~ [ Respawn ] Enabled Instant / Enabled Timer / Revive Unlimited / Revive Limited / Disabled ~ [ Rounds ] Single Round / Point Based / Elimination ~ [ Map ] Aincrad / Alfheim / Underworld / ISL Ragnarok / RATH / Black Iron Dungeon / ETC@MORE ~ [ Heros ] Character / Draft / Limited Heros / Lock Hero / Random ~ [ Items ] Medieval / Modern / Prison / Magic / Futuristic / Heaven / Hell / ETC@MORE ~ [ Skills ] Enabled / Character / Mono / Locked / Disabled + Matches can be set-up in the form of any period of time for each gamemode allowing a Battle Royal to last days and players to be able to log in and out freely, or a Role Playing match to last only minutes. - Lobby Shop System + Players can use credits to buy access to maps, items, heros, gears, and skills in their lobby matches, along with cosmetic items, reward boosters, and character cosmetics in the any lobby's Lobby Shop. - Social System + Players can join many kinds of groups including: ~ Squads ( 2-8 Players ) EXP & Credit Boost +0.4% per member ~ Guilds ( 5-100 Players ) Access to Guild Hall & Guild Tournaments ~ Clans ( 2-10 Guilds ) Access to Clan Castle & Clan Wars ~ Alliances ( 2-5 Clans ) Access to Alliance Lands & Invasions + Guild System ~ Guild Halls have merchants with discounted Lobby Shop prices rotating randomly weekly for members only ~ Guild Tournaments involve selected guild members forming a guild team to compete against another guild's team for ranking points ~ Guild Rankings are determined by their performance in Guild Tournaments + Clan System ~ Clan Castles contain a private farming zone with increased reward rates for members only ~ Clan Wars between enemy clans give added rewards for beating enemies and negative rewards for losing to enemies ~ Clan Rankings are determined due to their performance during Clan Wars + Alliance System ~ Alliance Lands contain multiple private farming zones with increased reward rates for members only ~ Alliance Invasions are events that can be started an Alliance's leaders which involves defending / surviving through an invasion of mobs in the Alliance Lands. ~ Alliance Rankings are determined by their performance during Alliance Invasions *Note: This design is still a work-in-progress so please don't flame or hate, as I understand it may be your first reaction to say "Why not make one game and perfect it instead of hundreds", please do me the favour of saving the question as I am tired of answering it hundreds of times daily so lets go off the answer "Because I can".
  11. Repulse

    1YEFKX.jpg

    From the album: Iragon

  12. Introduction I've been doing virtual reality game development for a year now. In terms of relative industry time, I'm old and experienced. I wouldn't call myself an expert though -- there are many far more knowledgeable people than I and I defer to their expertise. This article covers many of the unique design challenges a VR developer will face within a roomscale play environment, how many VR developers are currently handling these design problems, and how I've handled them. There are a lot of general VR design choices which can impose some big unforeseen technical challenges and restrictions. I share my lessons learned and experiences so that anyone else considering working in VR can benefit from them. In the interests of being broadly applicable and useful, this article focuses more heavily on the design challenges and concepts of an implementation than the math and code implementation details. Reader Assumptions In the interest of getting deeper into the technical details quickly, I'm going to assume that everyone here knows what virtual reality is and generally how it works. If you don't, there are plenty of articles available online to give you a basic understanding. Commonly used terms Room Scale: This is the physical play area which a person uses to walk around in. Often this will be somebody's living room or bedroom. World Space: This is an in-game coordinate system for defining object positions relative to the center of the game world. Avatar: This is the character representation of the player within the virtual reality environment. Player: The human being in physical space controlling an avatar within VR. Motion Controller: A pair of hand held hardware input devices which are used to track hand positions and orientations over time. HMD: Stands for "Head Mounted Device", which is the VR goggles people wear. The priorities of a VR developer and designer 1. Do NOT make the player sick. Motion sickness is a real thing in VR. I've