Super Mega Mega - New builds 7th Oct

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Super Mega Mega - New builds 7th Oct

Postby bluntgames » July 23rd, 2013, 4:23 pm

Hey there I've been playing with some ideas for VR games and here's one of them:
A VR platformer game designed for the Rift. Inspired by the old school Megaman and Metroid styles, re-invented for VR.


Still testing the concept and using stand-in art/sound...
promo6.png




Grab a build here:
http://blunt-instrument.com/dev/supermegamega

Update 11th September:

Finally uploaded the mac build! Sorry mac users, let me know if it actually works btw :P
shortcut to mac build here

Update 26th August 2013:

New Build!
Most of the work being done at the moment is behind the scenes. Level editor details and general gameplay support code.
This build has a couple of extra tweaks from the previous one. One being a new enemy type :D


Update 9th August 2013:
After a small break, I'm back working on this game. Posting a video showing a couple of things being added at the moment.



More to come! All feedback appreciated.
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Last edited by bluntgames on October 7th, 2013, 6:29 am, edited 9 times in total.
Super Mega Mega - VR Action Platforming
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Re: Super Mega Mega

Postby Frito » July 23rd, 2013, 5:12 pm

wow im loving that camera, dlin!

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Re: Super Mega Mega

Postby drash » July 23rd, 2013, 6:08 pm

Well geez, I'd say this demo is a must-play! Completely awesome adaptation of old school platformers. Very intuitive to get into, and gets pretty challenging. I love the look and feel of the blocks, and having nested cylinders to jump around between is perfect for showing off the stereoscopy.

Please keep us posted on what you do next!

Oh, and I wasn't sure what to do when it lets me "target" a monster using the Y button. It just turns the target reticle red for me, and that's it. What was the intention for that?
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Re: Super Mega Mega

Postby Peejle » July 23rd, 2013, 6:09 pm

I think you have a promising start.

3 quick things:
Closer blocks should be transparent (or cam angle changed) when you are on the second or third ring so you can see your character.
The blocks need to 'line up' or somehow make it more obvious which one you will be teleporting to when switching rings.
A little gentler learning curve on the second level.

Can't wait to try your next version and congrats on the first (I think?) platformer made for the Rift!

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Re: Super Mega Mega

Postby bluntgames » July 23rd, 2013, 6:14 pm

drash wrote:Please keep us posted on what you do next!

Oh, and I wasn't sure what to do when it lets me "target" a monster using the Y button. It just turns the target reticle red for me, and that's it. What was the intention for that?


Thanks, I'll keep posting as often as I can :)

The Y button stuff isn't properly working yet. It's going to be a multi purpose system for the player weapon variants. Still playing with it and other ideas too.
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Re: Super Mega Mega

Postby bluntgames » July 23rd, 2013, 6:27 pm

Peejle wrote:Closer blocks should be transparent (or cam angle changed) when you are on the second or third ring so you can see your character.
The blocks need to 'line up' or somehow make it more obvious which one you will be teleporting to when switching rings.
A little gentler learning curve on the second level.

Can't wait to try your next version and congrats on the first (I think?) platformer made for the Rift!

Peejle


Thanks for the feedback. It definitely needs a lot of work! I was thinking about just showing an outline of the player character when it's behind a block. And it's certainly too hard :)
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Re: Super Mega Mega

Postby boone188 » July 23rd, 2013, 10:09 pm

Dude that was awesome! This is exactly how I imaged Super Rift Boy would work. I feel like the final level can be a bit nausea-inducing though, because you're spinning in circles.
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Re: Super Mega Mega

Postby MrGeddings » July 23rd, 2013, 11:02 pm

WOW THATS ONE OF THE COOLEST DEMOS! seriously! its a simple concept but nicely done! when i saw the screenshot of this looked like curved level thing i thought it would be in first person mode, and i was like hmm dont know about that. but playing it , it actually is really cool. i also am a backer to ghost in the machine another 2d rift game but has 3d backgrounds (more akin to the virtual boy type game though) but yeah i think 2d side scrolling games can be done cool in VR.

this was a very unique take on it in that you have full 360 headtracking unlike say ghost in the machine where you really have no head trackng as everything is actually 2d.

really nicely done. did you use deffered rendering though? that will degrade the quality on the Rift if you do. i use foward rendering, however since its more of a low pixelated game anyways i guess its not that big of an issue.

nicely done :-P did you use just a 2d sprite as the charecter controller ? hehe anyways really cool idea though! i love it!
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Re: Super Mega Mega

Postby bluntgames » July 23rd, 2013, 11:28 pm

Hey thanks! It's certainly fun to play around with. It's distracted me from the other projects I'm supposed to be working on but that probably means it's something cool.

So far I'm still trying out different level structures and mechanics before it turns into a real game production. I'd like to get a solid set of gameplay mechanics that focus on using head tracking and the 'surrounded' level feeling.

At the moment the demo does use deferred rendering but I haven't encountered any problems. What is the nature of the issues caused here? I'll take a look at switching it. There's no real reason why it's using deferred. It just defaulted to that.

And yes the characters are 2d sprites.
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Re: Super Mega Mega

Postby danworld » July 24th, 2013, 1:29 am

Thanks for sharing your progress on this great idea!

I was a backer of Ghost in the Machine, and that's a fine game for what it is, but this is like night and day compared to that. GOTM was not designed from the ground up for VR and it didn't include any head tracking.
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Re: Super Mega Mega

Postby jasonatokc » July 24th, 2013, 7:35 am

This is beyond a doubt the best platformer I have played on the rift!! Keep up the Great Work!! I loved the demo.
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Re: Super Mega Mega

Postby Nannou » July 25th, 2013, 6:31 am

This is a totally unique example of what the Rift can do to a game. Massive props man!

My one issue is that on the first level, if I die on the spikes closest to me, the game tends to throw up an error and I can't respawn.
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Re: Super Mega Mega

Postby bluntgames » July 25th, 2013, 7:47 am

Nannou wrote:This is a totally unique example of what the Rift can do to a game. Massive props man!

My one issue is that on the first level, if I die on the spikes closest to me, the game tends to throw up an error and I can't respawn.


Thanks!

I'll check out the spikes :)
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Re: Super Mega Mega

Postby OculusOptician » July 26th, 2013, 5:05 am

Best name for a game ever.
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Re: Super Mega Mega

Postby Xemakon » July 30th, 2013, 7:45 pm

Wow, this is very cool. Glad too see someone pull off something that's completely different. It isn't first person, yet still highly immersive. It like NES Metroid or Super Mario in 360 :D

2 points of criticism;

-Not sure if the shaking screen effect when shooting is a good idea.
-How do I reset the game when my character dies? All I can do is look around, unable to respawn. (I suck at platformers)
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Re: Super Mega Mega

Postby bluntgames » July 31st, 2013, 5:27 am

Thanks!

Xemakon wrote:2 points of criticism;

-Not sure if the shaking screen effect when shooting is a good idea.
-How do I reset the game when my character dies? All I can do is look around, unable to respawn. (I suck at platformers)


I'm curious to know why you don't like the shake... did it make you feel sick at all?

The reset problem was a bug.. I've updated the build to fix it :)
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Re: Super Mega Mega

Postby Xemakon » July 31st, 2013, 2:21 pm

I wouldn't go as far as saying it makes me feel sick, but I do find it somewhat off-putting.

That being said, I have a rather small ipd (56.5) so I am a bit more susceptible to nausea than others.


Anyway, thanks for making a great game, I'll check out the new build tonight when I get off off work.
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Re: Super Mega Mega

Postby Ananas » August 1st, 2013, 1:16 pm

Wow. This was one of the best games I've tried. Shows well how Rift can work with sidescrollers.
If this was a full, polished game for Rift I would buy one immediately.
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Re: Super Mega Mega

Postby bluntgames » August 1st, 2013, 8:06 pm

Ananas wrote:Wow. This was one of the best games I've tried. Shows well how Rift can work with sidescrollers.
If this was a full, polished game for Rift I would buy one immediately.


Planning on working on it more. Aiming to have a longer, polished version ready some time before the consumer Rift is ready (whenever that is!).
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Re: Super Mega Mega - New video 9th August

Postby bluntgames » August 9th, 2013, 5:11 am

Updated the OP with some videos from an upcoming build
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