Oculus Rift

Ideas about supporting Oculus Rift:

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  • I'm not sure exactly how the thing works, and you can't exactly show us either!

    I am enthusiastic about the game supporting it, since I'm not big on scuba diving and would still like to experience deep-sea exploration without the risk of drowning.

    My biggest concern would be making sure the speedy movements of a dolphin don't become too disorienting/nauseating, especially if we're going to be corkscrewing around.

    That whole thing might be tricky, given the full range of underwater movement that is possible.

  • The challenge for headset VR is giving the user motion sickness, similar to sea sickness, ironically. In my mind two ways to minimize that are:

    - Keep the frame rate high

    - Restict the freedom of motion

    Being under water will not help too. Rolling the camera will get dissorient your sense gravity - so we should not do that.

    Soon I'll post my ideas about how to supprot this awesome device - I am working on ways to explain visually what i'm thinking.

    More later.

  • I've been following the Oculus Rift closely, I'm really looking forward to it. That said, most (if not all) of the applications for the device seem to be for games that work in a first person perspective. For a game like The Big Blue where you're not in first person, I'm curious to see how you would go about making it work with the Oculus Rift.

  • I'd imagine this game would support doing a first person kind of view. Imagine jumping up through the surface of the water and back down in first person.

    I'm sure alot of people would need some motion-sickness pills from the drugstore, but I bet it'd be worth it.

    It's really exciting to imagine how a game such as this would play out with the OR.

    I will be buying one specifically for this game.

  • The obvious POV for a headset VR display is first person, of course. However 3rd person (or, first person removed) will work as well. Even Palmer Lucky agrees that for the Big Blue 3rd person is the way to go. Of course we will try it all. Thats the R in the R&D :)

    What works in my head is something totally different.

    Imagine the side view POV I've been talking about. When you look directly forward you see your controllable creature from the side. If you look to your right or left, or up and down you see what you would expect…

    What I want to try is to shift the camera such that when the Oculus tracks your head movement it will keep the creature on the screen but still accommodate your head turn.

    Here's a sketch to illustrate what I mean:

    Here we see the dolphin and the camera from the top down perspective. The camera on the right is me looking directly at the dolphin who is swimming fast to the right.

    The camera on the left is me turning my head to the right. Notice the camera will turn rightward but shift so that the dolphin will appear on the left side of my view.

    I hope this makes sense. Once we try it out, I'll do a screen capture and post a video. It will be clear then!

  • Yeah, I get the idea. This got me thinking of another possible application for the Oculus Rift. Instead of controlling the camera, perhaps it could control the creature itself, in the sense that the creature moves (or tries to move) to the point on the screen where you're looking at. Not sure how practical that would be though.
  • So, the OR would basically have you sort of like a scuba diver, swimming around the creature, looking at it from all angles?

    I like that idea. I am one of those people that rotates the camera in strange angles to look at creatures/models from sides you hardly ever see in normal playing.

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    This thing reminds me of the Virtuality arcade machines I used to play as a kid that had games Dactyl Nightmare and pac man VR on them.

    It seems really strange to use a keyboard and mouse though the "Virtuality" machines had a 3d controler that was like a wii remote plus and you would be standing up so you didnt get as sick if you played for a long time since you moved with the game it felt natural and that is good since you cant see your real hands to push keys or use the mouse right. it also let you move up or down in 3d space it was crazy and if i held my hand in front of my face i saw a polygon hand with a gun in it in the game. these things blew me away back then it was 91 so at home you did not have any 3d polygons going around you had a SNES or genesis or a PC and PC sort of did 3d but not really.

    If you could get 2 wii remote plus like controlers one for each hand that let you move in 3d space as well this thing would be a winner and much more easy to play when you cant see your real hands. But I still have not seen one or used any VR tech since like 1992 so what do I know, just seems like it would be strange since I need to see my hands sometimes paying PC games like unreal or quake or most other games on PC.


    I used to lay down with my virtual boy and play and it made me trip out it felt like my body was "floating" not so sure about this thing but I will try it.....Also I think my virtual boy ruined my eyes not long after I had to start wearing glasses.,, But i loved the VR games of the 90s anyway it's a crazy experience. I am shocked history seems to be repeating and it is making a comeback.

    Also none of the games I have seen people play on it are games made for it they are other games with support tacked onto it for this thing to really take off I think they have to make games that are made for it and work best with it. It's like having a crazy 3d Imax screen that wraps around you but you are just watching watching normal blurays on it...

  • I've noticed this device getting a lot of hype on the internet lately. But the general consensus I've seen is that it's a fancy toy for rich people and a gimmick that has not been used to its potential yet. Forgive my ignorance, but how is this thing any different than a Virtual Boy with full colour and motion controls? Also, does it run on batteries? Personally I don't see the point behind putting the picture in front of your eyes (I'd think it would also provide challenges with epilepsy since there won't be that distance you get from staring at a TV), it's like how I don't get 3D TV's, you're still looking at the same picture just with a gimmick.

    Given how limited the audience is for this device, I hope that possible development won't have an effect on the next Kickstarter. You mentioned that it's purely experimental at this point, but I don't think people will like the funding goal being driven up to fund the development of the game for a device with an even smaller audience than the Wii U.

  • IceDolphin, the hype is simply because of the fact that it actually works, unlike the Virtualboy. What I mean by it actually works is that people genuinely feel like they're actually inside the game. More than a few people that tried the device say that this is the real next-gen device for them, not the PS4 or Xbox One. This seems like the real deal. I totally agree with you on 3D TV's, that's really a gimmick and it also failed to capture the consumers' interest. But this looks like something entirely different. I haven't been able to try it, but I'm really looking forward to the consumer version of the Oculus. I wouldn't say the audience is limited either. If it works anything like people say it does, then I can see it getting very popular. I mean look at Kinect, that thing just barely worked and they still sold ten million of those. The Oculus Rift looks way more interesting than Kinect ever did.

    That said, I'm not sure if it's worth adding Oculus integration with a mostly 2D game like The Little Blue. I'd definitely make it a stretch goal and not an integral part of the game.

  • Ed, speaking of experimental development, have you decided what do do about the Ouya if you choose to support Android with LB? All the reviews I've read about the device have been universally negative. People online refer to it as the "screw-ya" because they took peoples' money and delivered a bad product. The reviews say the machine can not keep up with even relatively recent Android devices and it pretty much has PS2 graphics. So if you choose to support Ouya, you will effectively need to make two Android versions: one specifically for Ouya and one for Android on everything else. This will only increase development costs. We will have to see how the retail version performs, but frankly I am expecting it to crash and burn very quickly after the initial hype goes down.

    I can tell you core gamers have no interest in the thing. If core gamers do not play phone, flash or indie games, they are not going to want to play them on their TV. The thing literally has no games. Its prime "exclusive" is a port of a DS game of a 20 year old game (Final Fantasy III) that has already been re-released numerous times in recent years.

    This video effectively summarizes how core gamers view the company and the entire Ouya project: http://www.youtube.com/watch?v=QY5yG2KyQfM

  • I think the major concern right now with Ouya is that it is too slow for certain games.

  • Another problem is that they want to put out a new model every year, with new specs, so games made for newer models will not work on older ones. It defeats the purpose of calling it a "console".

  • Ouya is a terrible device.  Friends got them.  Friends got rid of them.


    The market is doing terrible, even for games that are doing great elsewhere.


    The controller is dodgy.




    Now, Oculus Rift, that's something that this game needs to be on.  I don't care if it induces the worst motion sickness of all time due to the swimming mechanics.   It will be worth it.

  • The Ouya has been a colossal failure. According to the company's own numbers, only 27% of users have even bought a game. I've heard they're popping up for $10 in pawn shops everywhere because nobody wants it. The machine is basically being used as nothing more than a poor man's emulator box, and it struggles to even do that. Any development money used bringing LB to the Ouya would be a waste.

    As for the Oculus Rift, I think we should wait and see how it performs. Like the Ouya did, it has lots of press and hype but the results have yet to be seen. I personally have no interest in the device because I'm not a fan of LCD or motion controls and don't want something strapped to my head. Even with the upcoming new generation of hardware, the vast majority of video games can not even handle full HD properly. There's not going to be any revolutionary transition any time soon. "3D" is just a marketing buzzword. You're still staring at a 2D picture with one filter or another to give the illusion of 3D. Putting the picture directly in front of your eyes like with the OR will only make technical flaws more visible.

  • Game recommendations: SCP Foundation, more Ghost related stuff, trying to survive life-or-death scenarios, more funny random stuff, and a connection between the rift and TVs (so that other ppl can watch u simulate) :P I don't have an oculus rift, but seeing people play it in Youtube makes me want to get one SOOOO BAAD!! And I would like to see more ^^

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