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Skycall - Rook Island

getnamogetnamo Posts: 85
Lawnmower Man (or Woman)
edited September 2014 in Games and Apps
3YTEEd7.jpg

Grab the Win32 build at
Link(Mega)
Mirror(Mediafire)

WIP Forum Link

This demo requires DK1 and Razer Hydras.

About Rook Island:
This demo is meant to allow you to explore bird flight with the closest possible experience. To gain altitude you will have to flap, once you gain enough speed you will glide and steer with tilt and yaw like you used to as a kid imagining you were a bird/airplane.

All the instructions on flight are included in the Documentation, check out the flapping video below for an example of controlled flight.

Flapping Video:


Can you find all the eggs? How good of a bird are you really? These very important questions in life need answers!
Current Project: Skycall

Comments

  • nn23nn23 Posts: 85
    Looks very good, downloading just right now!
    Thanks!
  • Best and most exiting workout I've ever had ;) Quite exhausting but a great experience and very well implemented! Another great idea in use with the Rift!

    Keep it up!!
  • drashdrash Posts: 2,805
    Trinity
    Hi getnamo, sadly I'm not able to try this out properly as my Hydra's on the fritz. Something big is rattling around inside one of the controllers. My wings kept awkwardly folding up in front of me so I really couldn't do much (I'm pretty sure it's my Hydra that's the problem).

    While I was inside, I was in awe of the beautiful landscape and I can't wait to actually fly around it and be a gunter.

    One thing I would suggest though, is that when first trying this, my Hydra controllers were switched left/right and the game did not like this at all. Spinning around and wings bent badly. Then I remembered that someone noticed that the triggers are actually labeled left/right so I fixed that. Still couldn't do much with my Hydra breaking down, though.

    Can't wait for STEM!
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • LjudasPriestLjudasPriest Posts: 47
    Lawnmower Man (or Woman)
    I don't have the Hydra controllers so can't try this but the concept is awesome.
    Flap you arms and then glide around - if money wasn't a problem at the moment I would buy the Hydras just to experience this.

    Keep on dreaming - great work!!!!
  • getnamogetnamo Posts: 85
    Lawnmower Man (or Woman)
    drash wrote:
    Hi getnamo, sadly I'm not able to try this out properly as my Hydra's on the fritz. Something big is rattling around inside one of the controllers. My wings kept awkwardly folding up in front of me so I really couldn't do much (I'm pretty sure it's my Hydra that's the problem).
    ...

    If you have something rattling inside your hydra, your counter weights may have been dislocated. That may affect your tracking, but there may be another solution, try this: launch MotionCreator 2 and select Tools->Run Simple3d. This will show a 1:1 display of your hydras' position and orientation. Move the suspect controller around and see if its accurate, now wiggle or slightly bend the wire coming from the controller. If you see it jump you will find the exact bend that causes this and you may be able to fix it by forcing the wire the other way. A slightly forceful reverse twist worked for me when my right controller started acting up.
    drash wrote:
    ...
    One thing I would suggest though, is that when first trying this, my Hydra controllers were switched left/right and the game did not like this at all. Spinning around and wings bent badly. Then I remembered that someone noticed that the triggers are actually labeled left/right so I fixed that. Still couldn't do much with my Hydra breaking down, though.

    Can't wait for STEM!

    I agree, I'll take a look into making the controllers hand-agnostic; with STEM controllers the tracker can be swapped around so this will be a required feature. The hydras are unbeatable in terms of accuracy but the wireless upgrade will hopefully solve a lot of issues with build quality ;)


    @feuerhahn I'm glad you liked it, there is definitely more to come!
    Current Project: Skycall
  • LOve the look of this and would like to try it, but the download link doesn't work. :(

    Left my laptop running for hours yesterday and it didn't get about around 4kbps. :(

    Tried again today and it won't even start to download...

    Any other links?
  • getnamogetnamo Posts: 85
    Lawnmower Man (or Woman)
    :( that mega isn't working for you, its a clean and fast service.

    Anyway, here's a Mirror(Mediafire)
    Current Project: Skycall
  • One of the best Rift games that I have played in a long time. 10 out of 10.

    All around a great release: nice video demonstration, nice pdf setup/how to, and wonderful game.

    My favorite part was looking down and seeing my bird shadow. Really made the immersion complete.

    Played for about 20 minutes straight, then realized I was actually sweating, been awhile since a game has done that.

    From the Setup document
    "Flight - Troubleshooting"
    "My shoulders Hurt! - That's the point." - made me laugh.

    To wrap it up, this is a must have for those of you with both the Hydras and the Rift. Would definitely pay to play a full version of this. I'll be adding it to my list of Rift demos to show people just one of the amazing things that this technology can do.

    Thank you for creating and posting it here.
  • pingingpinging Posts: 15
    Virtual Boy (or Girl)
    Really great idea. Most compelling experience in the rift yet, even though I had a bit of a time getting the hydra from getting yanked off the table. Had to feed the controllers through my shirt to keep things under control. Awesome work :) :!:

    I would love to see bird racing multiplayer or multiplayer at all :)
  • CaineCaine Posts: 208
    This was amazing - definitely in the top Rift experiences to date :)

    Our take:
  • AnanasAnanas Posts: 181
    Awesome! Really polished and well working controls. Gliding surely feels amazing, especially when we get the HD Rift and can see even better and further.

    Is there any way to get the quality even lower to get better FPS? At some points the fps dropped to 40 even after running the SetMedium. Have 7850, i5 and 8Gb of DDR3 ram.
  • deHavillanddeHavilland Posts: 7
    Virtual Boy (or Girl)
    Just amazing - this is my personal Rift-Hydras killer app! The purest flight sim you can imagine, both in first and third «person» view. This thing has lots of potential: with next gen Rift its beauty will shine even more. And, as someone already pointed out, an excellent workout - I can wholeheartedly recommend it for your body and soul!
  • getnamogetnamo Posts: 85
    Lawnmower Man (or Woman)
    @mbdarr004, deHavilland, pinging
    Awesome feedback, glad you liked it, there is definitely more to come 8-).

    @Ananas
    Regarding the quality, Rook Island is a bit heavy on polygons and shader complexity, it's a fault of me being still fairly new at art creation, for future releases I'm aiming for 60fps+ for cards with 1.8TFlops+ (PS4 level/ roughly your GPU). In meantime try tweaking Data/UDKGame/Config/DefaultSystemSettings.ini maybe some settings I've missed will increase FPS.

    @caine
    Thanks for the in-depth look at rook island, loved your aerial shots and dives (need to clean up some transitions and animations though ;) ), great vids and hope to see you again at the Riftmax theatre!
    Current Project: Skycall
  • JonathanVBJonathanVB Posts: 47
    This looks great. Just a suggestion to reduce the arm tiring effect: thermals.

    There are also other types of atmospheric lift, but they require wind, which seems kind of hard to implement naturally.
  • getnamogetnamo Posts: 85
    Lawnmower Man (or Woman)
    JonathanVB wrote:
    This looks great. Just a suggestion to reduce the arm tiring effect: thermals.

    There are also other types of atmospheric lift, but they require wind, which seems kind of hard to implement naturally.

    Wind and thermals are in the pipeline, thanks for suggesting :)

    The project is still undergoing UE4 conversion (and graphical updating) as for the Rook Island demo, its compatibility with DK2 depends upon whether UDK will have the 0.4 SDK pushed.

    More to come later ;)
    Current Project: Skycall
  • Hey man!
    How is it going?
    Have you tried updating it for DK2 yet? :)
  • grodenglaivegrodenglaive Posts: 395
    Lawnmower Man (or Woman)
    I've missed this game since my hydra crapped out. This will be my first demo to try when the STEM finally ships (in October supposedly).
    GA-Z97X-gaming gt; i5-4670k; Nvidia780Ti; 16GB PC3-17066; win7-64 bit; DK2
  • FinalDJsFinalDJs Posts: 71
    Iam wondering that i cant find the razer hydra on amazon or something like that. Why they not selling it anymore (Germany)??
  • grodenglaivegrodenglaive Posts: 395
    Lawnmower Man (or Woman)
    It was discontinued a year ago, looks like people are holding on to them. Probably any used ones get sold pretty fast.
    GA-Z97X-gaming gt; i5-4670k; Nvidia780Ti; 16GB PC3-17066; win7-64 bit; DK2
  • getnamogetnamo Posts: 85
    Lawnmower Man (or Woman)
    artyom9630 wrote:
    Hey man!
    How is it going?
    Have you tried updating it for DK2 yet? :)

    I wanted to do a simple update of Rook Island to DK2, but it looks like there are no plans for UDK to be DK2 compatible, so this will require a full rewrite in UE4.

    Skycall for UE4 is in the pipeline but may take some time as the graphical requirements of open landscapes together with 75fps dictate a simpler design. In addition the game will come out with out of box support for the Thalmic Myo.
    It was discontinued a year ago, looks like people are holding on to them. Probably any used ones get sold pretty fast.

    Yeah this is unfortunate, I've been taping my hydra to keep them working (wire mounting seemed to be the weak spot for my hydras). In terms of vr controllers, you can get a Myo which is available now, or if you wish to wait quite a few controllers are coming out within 2014Q4/2015Q1. Currently working on abstracting input hardware from a unified data structure (Body Input) which developers will be able to access in UE4. This should broaden the possible controllers you can use with apps without giving developers a headache of supporting each individually.
    Current Project: Skycall
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