[UPDATE v1.2] Dreadhalls - Scary dungeoneering

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[UPDATE v1.2] Dreadhalls - Scary dungeoneering

Postby Serk » August 7th, 2013, 9:16 am

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Visit Dreadhalls' website at: http://dreadhalls.com

Dreadhalls is a scary dungeon crawler for the Oculus Rift, inspired by the roguelike genre and games such as Dungeon Master or Eye of the Beholder. Your objective is to explore the dungeon and find the exit while avoiding being discovered by the creatures that dwell in it.

Download for DK2 (v1.4), DK1 (v1.2):

http://www.dreadhalls.com/?page_id=69


Update 1.4 Changelist:
    - Integration with latest OculusVR SDK (0.4.4)
    - Support for Direct To Rift mode
    - Mac version is also available
    - Small very tiny fixes
Update 1.3 BETA Changelist:
    - Integration with latest OculusVR SDK (0.4.1)
    - Added support for positional tracking
Update 1.2 Changelist:
    - Integration with latest OculusVR SDK (0.2.25)
    - Added antialiasing
    - Fixed graphical artifacts (specially visible on the map)
    - The map now highlights the area you have actually explored
    - Fixed infinite running bug when using the gamepad (now gamepad users will get tired just like keyboard users)
    - You will now last a bit longer when running, specially if running away from some creature
    - Picking up objects should be a bit easier now
    - Other fixes and adjustments
Update 1.1b Changelist:
    - Fixed a bug that caused the ghost girls to become unresponsive, and could provoke random crashes.
Update 1.1 Changelist:
    - You can now tilt your head to peek around corners.
    - Added atmospheric fog to some of the rooms.
    - Escape key no longer throws you directly into the desktop.
    - Oil should be easier to come by now, but you'll still run out of it if you don't explore.
    - You'll now tire sooner when running, but you will last a bit more if you're being chased.
    - Ghost girls won't spawn on top of each other now.
    - Adjusted ghost girls spawn rates, and other small fixes.
    - Adjusted chase sound volume and duration.
    - Coins should be easier to collect now.
    - Fixed typos in the collectable notes.
    - Other bugfixes and parameter tweaks.

Gameplay video:




Screenshots:

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Old versions:

Original message and screenshots:
Hey everyone,

So I've been working the past days in my entry for the VRJam, and I figured I could share some of the progress with you.

Game description:

Dreadhalls is a scary / horror dungeon crawler, inspired both by the roguelike genre and the dungeon crawlers of the good old days (Eye of the Beholder et al). You wake up in a scarcely lit dungeon, without any weapons, and your objective is to escape from it. That would be easy if not for the things that go bump in the dark, of course ;)

As I said, you have no weapons, so the gameplay involves stealthly exploring the dungeon and finding the exit while avoiding being seen by the creatures in it.

Since I haven't much time for making different levels and whatnot, I've opted for coding a procedural level generator, in the hopes that it can give the game more replayability.

Screenshots:

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Hope you'll like it!


Edit: Changed the name
Edit: Added download links
Edit: Update v1.1
Last edited by Serk on January 29th, 2015, 7:07 am, edited 13 times in total.
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Re: [WIP] Don't Look at Them - Scary dungeoneering

Postby whoisonline » August 7th, 2013, 9:34 am

let me know if you ever need a tester :-)
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Re: [WIP] Don't Look at Them - Scary dungeoneering

Postby drash » August 7th, 2013, 12:25 pm

Looks great! Good luck with this. :)
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Re: [WIP] Don't Look at Them - Scary dungeoneering

Postby Punkerella » August 7th, 2013, 5:27 pm

I love randomly generated levels when possible, I was hoping we could do that for our game as well but I think we may have put to much on our plate already. Your screenshots look great so far though :)
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Re: [WIP] Don't Look at Them - Scary dungeoneering

Postby Serk » August 8th, 2013, 1:59 pm

Thanks for the good words!

Punkerella wrote:I love randomly generated levels when possible, I was hoping we could do that for our game as well but I think we may have put to much on our plate already. Your screenshots look great so far though :)


I love procedural everything, even though sometimes it's a pain in the ass to make it reliable. But I think it plays for my strengths here, since I'm a coder / designer, rather than an artist, and I'm making this on my own. We'll see :roll:

Progress update: Adding some lockpicking mechanics!
It all happens in real time (without pausing the game), so you better look over your shoulder for monsters while picking locks in exposed doors :twisted:

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Re: [WIP] Don't Look at Them - Scary dungeoneering

Postby Punkerella » August 8th, 2013, 2:43 pm

Ya, procedural stuff is great, I love being surprised by my own game. Or even being able to play it and have fun for that matter ;)
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby Serk » August 9th, 2013, 3:15 am

Changed the game name to "Dreadhalls", since some gameplay changes made the old name confusing.
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby Arowx » August 9th, 2013, 4:05 am

Looking Good!

Suggestion, have you considered a lock picking sub game, that could allow you to open locks a bit faster or slower if you fail maybe?
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby Serk » August 9th, 2013, 5:27 am

Arowx wrote:Looking Good!

Suggestion, have you considered a lock picking sub game, that could allow you to open locks a bit faster or slower if you fail maybe?


Yes. I plan to have a "sweet spot" indicator moving along the arc. If you release the lockpicking button right at the time when the progress bar is at that sweet spot, the lock will unlock. But if you miss the spot, you have to start over. You can always ignore the sweet spot and just wait until the arc fills and the lock also will unlock, taking a bit more time (it can be a sinificative difference with stronger locks).

I haven't implemented it so far because I want to have a basic but working version of all the systems before going too deep into any of them, so that I don't lose much work if I decide to scrap one of them.

Also, some progress with the map. It now looks better and you have to explore to reveal it. Still not sure whether to draw your position on it (this way it remembers me of old dungeon crawler games, where the map was in paper, and you actually had to draw it by hand) :P

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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby fonefen » August 9th, 2013, 1:50 pm

I like the idea and graphics :D
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby klyemar » August 9th, 2013, 2:34 pm

Ooh, I like the map.
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby Serk » August 11th, 2013, 9:29 am

Early gameplay video:



(It looks a bit darker here than it does in the Rift)
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby Jose » August 11th, 2013, 9:44 am

Cool video. I like how the minimap looks like an object in the gameworld rather than just being this thing stuck to the player's face.
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby mouja » August 11th, 2013, 10:07 am

Scary is the good word for describing this.
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby kblaney » August 11th, 2013, 11:40 am

The map implementation is great. That is, not needing a button interface to look at it/put it away. I think in the future of VR games is not to have a HUD, but rather to just have status elements as part of the world visible to the player (like Dead Space).
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby Serk » August 11th, 2013, 5:23 pm

mouja wrote:Scary is the good word for describing this.

That's the idea :mrgreen:

Jose wrote:Cool video. I like how the minimap looks like an object in the gameworld rather than just being this thing stuck to the player's face.

kblaney wrote:The map implementation is great. That is, not needing a button interface to look at it/put it away. I think in the future of VR games is not to have a HUD, but rather to just have status elements as part of the world visible to the player (like Dead Space).


Thanks!
And yeah, I also think this. That was the concept behind the lockpicking icons as well. All of them are 3d objects with the same lighting as the rest of the scene, as that makes them look integrated into the vr world in a more natural and cohesive way. I've learnt that, at least for me, they feel less immersion-breaking than flat, non-lighted traditional UI icons.
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby whoisonline » August 11th, 2013, 9:02 pm

Serk wrote:Early gameplay video:

(It looks a bit darker here than it does in the Rift)


i youtube subscibed and liked.. cant wait to try it out.
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby Serk » August 14th, 2013, 2:05 pm

whoisonline wrote:i youtube subscibed and liked.. cant wait to try it out.

Thanks! Can't wait to have it finished :D

Here is a video showing the interaction with the inventory. It's a prototype at this stage, but it feels comfortable enough in the rift, so it will probably stay:

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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby MrGeddings » August 14th, 2013, 2:15 pm

cant wait to try it, dont make it tooo scarey please hehe.
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Re: [WIP] Dreadhalls - Scary dungeoneering

Postby NigelB » August 14th, 2013, 5:03 pm

I am loving where this is going, as you can tell by my project I like Dungeon based games. Can't wait to give this a bash.
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