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Castle Black - Game of Thrones Oculus Rift Development

Discussion in 'Works In Progress - Archive' started by rcazzy, Sep 24, 2015.

  1. rcazzy

    rcazzy

    Joined:
    Jun 7, 2014
    Posts:
    13


    EDIT: I have recieved some feedback stating that the Rift build isn't functioning, so I'm uploading a new build version shortly.

    Hey guys! A while back, I began this project, and after a few issues, I've managed to give it a complete overhaul and get it going again. I wanted to do a recreation of Castle Black from Game of Thrones with the lift up the Wall, the ability to walk all around the castle, and go through the tunnel to beyond the wall, all in the Oculus Rift.

    At the official GOT exhibitions, there was an official Climb The Wall experience, and some DK1 demoes which haven't been updated and this is an experience I've been excited about for a while. I'm attempting to build as much as I can from scratch, incorporating my own models and textures, particle effects and whichever Unity assets I can to help.
    I took screenshots from the show, looked for any set photos or videos I could find and a bit of filling in the gaps myself to plan the area. I had originally wanted to create the Castle during the time of the battle for the Wall in season 4, however I found that this was being just a bit too ambitious. Working in realistic distant terrain was problematic as well, as it seemed that scaling the Wall showed the limited distance the terrain reached. I'd love to work on this for future projects.

    The original version of this demo was built on Unreal, but after many issues with builds not functioning correctly, I made the switch and learned all I could of Unity, after seeing some of my favourite Rift demoes use the engine.

    As it is now, I'm having issues with the doors on the lift itself, and the animations, so the rear door is disabled. Some collision meshes are not active and some audio sources are disabled. There are a few minow lighting issues that will be ironed out.

    I'd love some criticism on how the project is going so far. If anyone has any tips on how to make the VR aspect better, or how to approach working the elevator to go up and down (with slight horizontal movement) with audio, along with functioning doors, I'd greatly appreciate it. I'm not great at coding or anything, but learning as much as I can through tutorials and samples from these forums.

    I'm attaching a VR and Standard version of the build. The project is built in Unity 5.1.0 and I'm running my Rift DK2 on 6.0. If anyone needs me to change version to better help out let me know and I'll get on it!

    VR Build: https://mega.nz/#!x9pVSKbZ!f-LTVHeaBAZorPq49BsueB9pgnC1J6ePAo9xRzRtr0U
    Standard Build: https://mega.nz/#!okAhQb7a!GVrcOgtRVvTynB6QOxl70J5fmaqa6NnV1sTnFDHQXZ0

    Here are a few select screenshots made with Saad Khawaja's Instant Screenshot
    and a link to the complete folder.





    Full Album: http://imgur.com/gallery/ndtu0/new
     
    Last edited: Sep 25, 2015
    RavenOfCode likes this.
  2. rcazzy

    rcazzy

    Joined:
    Jun 7, 2014
    Posts:
    13
    After some issues upgrading to Windows 10 and to Runtime .7 not recognising my DK2, I've finally managed to get a new build up that I hope will register with the Rift. On my system, the Rift is detected automatically and I'm getting 75fps at all times on the Beautiful setting which isn't that demanding overall. There still isn't much functionality and some minor glitches with the UI but it works.

    If you're using a 360 pad, the Start button is to Reset HMD.

    Here is the latest build:

    https://drive.google.com/open?id=0B99O_PyTTNxIWFl5Y1F4VVA2Z2s
    https://mega.nz/#!txpiGD7S!WK3d3EudC6ynk_nDVnEQAdL5QPfB3S4GVvTJ2hr-jcw

    Any and all feedback is welcome, I'm not sure what more I can add to the demo to make it feel complete (and within the realm of doing on my own) but I'm pretty happy with it so far.

    EDIT: After some feedback from Heaney555 on Reddit, I'm uploading a version with slower movement speed.