[RELEASE] Windlands

A place for developers to discuss VR Jam 2013, presented by Oculus and IndieCade.

[RELEASE] Windlands

Postby Kenopipuu » August 27th, 2013, 2:50 pm

Welcome to Windlands!

*NEW* Indiegogo Campaign is ON!!!
*NEW* Also new Demo V.0.3.0a with support for DK2 and DK1 + Monitor :) (Downloads at Indiegogo page)
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INDIEGOGO - http://igg.me/at/windlands/x/8319503
WEBPAGE - http://guardiansofthewind.com/
FACEBOOK - https://www.facebook.com/guardiansofthewind
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IndieGoGoCampaingCardWithIndiegogo.png


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LINKS
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YOUTUBE - http://www.youtube.com/user/JohannesKivikangas/videos
FORUMS - https://developer.oculusvr.com/forums/viewtopic.php?f=51&t=3922
OCULUS SHARE - https://share.oculusvr.com/app/windlands

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OLD DOWNLOADS
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DOWNLOAD WIN 32 https://drive.google.com/file/d/0B_ahRg4C2-yjVlVpcGJqdEVXZkk/edit?usp=sharing
DOWNLOAD MAC 32 https://drive.google.com/file/d/0B_ahRg4C2-yjM2hPek1iYTJhVHM/edit?usp=sharing
DOWNLOAD LINUX 32+64 https://drive.google.com/file/d/0B_ahRg4C2-yjWlhSbW5jd3Vtejg/edit?usp=sharing
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*EDIT* i made a new thread for this game with its new name :)
https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=5672&p=77534#p77534

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SOUNDTRACK http://bureauofbrokensounds.bandcamp.com/album/windlands-ost
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Last edited by Kenopipuu on September 15th, 2014, 10:51 am, edited 10 times in total.
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Re: [RELEASE] Windlands

Postby tappa » August 27th, 2013, 2:51 pm

Where is the link to the game?
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Re: [RELEASE] Windlands

Postby cybereality » August 27th, 2013, 2:53 pm

Looks fun. A always like the grappling hook.
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Re: [RELEASE] Windlands

Postby Kenopipuu » August 27th, 2013, 3:01 pm

Ahhh forgot to include the download link :roll:
Added immediately :lol:
Have fun playing ...
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Re: [RELEASE] Windlands

Postby Agua » August 27th, 2013, 6:19 pm

downloading now. thanks for sharing.
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Re: [RELEASE] Windlands

Postby sbrezhnev » August 27th, 2013, 6:23 pm

this was pretty challenging lol
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Re: [RELEASE] Windlands

Postby drash » August 28th, 2013, 2:03 am

I liked this game's aesthetic. Upon first starting up, I couldn't take my eyes off the grass pattern, and then the spherical tree clumps, and then realizing there's all this other stuff off in the distance. The foresty areas are a huge artistic win in my eyes, especially on the other big island with the road running through it.

The other structures have interesting shapes and made me determined to find a way to reach them, so it tickled the explorer in me. I found it really tough to get myself back to ground after missing a jump and hanging onto something using my grappling hook. I did manage to grapple back and forth between walls on my way up to the arch, and it was very satisfying to get up to the top and look around. The green fields up there were very peaceful. Both the fields and the spherical tree clumps reminded me of Battle of Olympus (NES) for some odd reason. And the island with the forest and road going through it reminded me of a cross between classic Zelda games and Tiny Wings (iOS).

Although there isn't anything to do except grapple around, jump, and explore, it was pretty nice. Thanks for making this experience! :)
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Re: [RELEASE] Windlands

Postby Kenopipuu » August 28th, 2013, 6:55 am

Thank you :)
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Re: [RELEASE] Windlands

Postby Syaoranoni » August 28th, 2013, 7:43 am

I'm looking forward to becoming violently motion sick with this one :P
Oh, the brutal wait until Christmas. Downloading leagues of demos to make the wait less agonising.
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Re: [RELEASE] Windlands

Postby Freyelise » August 28th, 2013, 11:45 pm

Thanks for all the feedback!

Yes, the collecting of the orbs is a bit limited gameplay aspect. There's so much more we would've wanted to do, but couldn't pull off due to time constraints.. we've all been there :) However, I think the current state shows off the mechanics pretty well and certainly has a sense of exploration to it. A good foundation to build on, as I think we will want to do.

Heck, I've spent hours on it just for fun, and I don't even have my rift yet. (so only able to look left/right) :mrgreen:
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Re: [RELEASE] Windlands

Postby EMcNeill » August 29th, 2013, 9:55 am

This was a lot of fun! I didn't get at all sick from swinging freely, which kinda surprised me.

I do wish that I could swing freely through leaves and such; constantly bumping into things made the experience a little less fun and more jarring. Of course, on the other hand, the collision serves as a more substantial skill challenge. Perhaps it makes for a worse demo, but a better game? I'm not sure.
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Re: [RELEASE] Windlands

Postby spinaljack » August 31st, 2013, 6:47 am

Lovely game design.

Swinging on the grapple hook is amazing, honestly I don't think there needs to be any other game mechanic than swinging around on the hook and just exploring the world.

It would be nice to be able to climb up the sides of cliffs easier, maybe give a wall walk ability when you're braced against the wall with the rope or a button to wind in the rope or extend it while swinging.

At certain points the music picks up just as I do a long running leap which is a great feeling. I'm not sure if the music is dynamic but it definitely should react to your actions like that. Music, sound effects and sense of momentum is all great.

Very well done.
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Re: [RELEASE] Windlands

Postby pizzy00 » September 2nd, 2013, 11:49 am

Great game I really love it. I couldn't stop playing it. I like playing it standing up.
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Re: [RELEASE] Windlands

Postby Freyelise » September 4th, 2013, 9:06 am

Time to respond to the feedback again, keep it coming, we love reading it!

I do wish that I could swing freely through leaves and such; constantly bumping into things made the experience a little less fun and more jarring.


I hear you on that. On the other hand we didn't want to have the camera clip through the trees and cause glitchy visuals - that would've been a major immersion breaker. Besides, I think it's kinda cool to walk high on the treetops. :)

It would be nice to be able to climb up the sides of cliffs easier, maybe give a wall walk ability when you're braced against the wall with the rope or a button to wind in the rope or extend it while swinging.


This is something we've noticed as well, and are thinking of ways to make climbing ledges easier, and overall movement upwards easier. Anyone can get down with gravity, but getting back up can be a bit tricky. We're currently thinking about a mechanic that would make the character climb over ledges automatically by facing it and moving forward, for example. Wall running with the rope attached is also on the table - being able to walk up close to the point where the rope is tethered and then firing it further up and walking again would allow for easier ascending. That sound workable to you guys?

I'm not sure if the music is dynamic but it definitely should react to your actions like that. Music, sound effects and sense of momentum is all great.

Music is actually not scripted to react to player's speed/elevation, but that is a great idea! (There's just enough dynamics in some of the songs for it to seem like it picks up, if you happen to be leaping just then)

We really aimed for the sense of momentum and danger as your speed picks up, with the wind howling in your ears. Really glad to hear it works! :) Oh and if you enjoyed the music, you might be interested in the bandcamp link in the first post, wink wink..

Great game I really love it. I couldn't stop playing it. I like playing it standing up.

Awesome, thanks!

We are currently working on Windlands to make it a full fleshed out game. Many things are still much in the open, and if you have any ideas or wishes, go ahead and shoot - would love to hear your thoughts! If you saw Windlands some day on Oculus Share or Steam or whatever, what would you hope/expect it to be?
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Re: [RELEASE] Windlands

Postby spinaljack » September 4th, 2013, 9:20 am

Freyelise wrote:We are currently working on Windlands to make it a full fleshed out game. Many things are still much in the open, and if you have any ideas or wishes, go ahead and shoot - would love to hear your thoughts! If you saw Windlands some day on Oculus Share or Steam or whatever, what would you hope/expect it to be?


Some kind of open-world RPG like Zelda skyward sword crossed with shadow of the colossus giant bosses you have to climb on.

Keep the colourful cartoony palette though, easier on the eyes in the rift.
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Re: [RELEASE] Windlands

Postby VRoom » September 4th, 2013, 9:58 am

Is this Windows 64bit only? Can't open it on Win7 32bit
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Re: [RELEASE] Windlands

Postby Kenopipuu » September 4th, 2013, 12:47 pm

VRoom wrote:Is this Windows 64bit only? Can't open it on Win7 32bit

Yes the originals were in 64 bit. But now i added new links with 32 bit versions :) ( download links 3-4)

Some kind of open-world RPG like Zelda skyward sword crossed with shadow of the colossus giant bosses you have to climb on. Keep the colourful cartoony palette though, easier on the eyes in the rift.

Its amaizing... :D in the original plan for the Jam i was going to have an sandbox environment with these roaming colossai. There would have been 3 different ones. One huge lumbering one, a small fast hiding one and a flying one. But with the time constraints this had to be cut :( .... and simplified to the stationary orbs.

This is definitely something we are going to look into when we carry on with this project.
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Re: [RELEASE] Windlands

Postby Freyelise » September 4th, 2013, 1:14 pm

Let's get some competition going on here ;)
I did this without the Rift (as mine is still en route), so keep that in mind!

Image

I admit, I got dirt lucky on spawn placements that time..
Sound guy for Windlands
Listen and download my (CC-BY) music at http://bureauofbrokensounds.com/
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Re: [RELEASE] Windlands

Postby VRoom » September 4th, 2013, 1:59 pm

Thanks for 32bit version Kenopipuu!
I gave it a spin and found it really enjoyable :)
Great, great graphics! Would love to play some kind of fully fleshed-out RPG/Adventure with this kind of visuals. Gorgeous.
Loved how you pick up speed after a bit. Really nice feeling. The same goes for high jumps.
I guess I'm getting my VR legs, as I think a week ago, this high jumps and high speed would give me motion sickness in minutes. But now I was really able to enjoy it in full.
I'm looking forward to next versions! I really hope you'll continue to develop it as it has a huge potential.
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Re: [RELEASE] Windlands

Postby stokis » September 23rd, 2013, 12:20 am

i think this should be the 1st place for VR Jam!! the feeling i got playing Windlands is the best i have got from my Rift. This the best demo so far. Please make a full game!
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