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Cosmonaut - a Unity/Rift First Person Space Sim

Discussion in 'Works In Progress - Archive' started by RFLG, Jul 1, 2014.

  1. RFLG

    RFLG

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    Hello everyone!

    We have a new project going, it's called Cosmonaut and it is a First Person Space Simulator. It is being developed on Unity and it uses Oculus Rift and Microsoft Kinect (along with the traditional controls) to create a very immersive gameplay experience.

    The game is currently moving from prototype stage to a full techdemo, so expect news about it really soon.

    So far we've done this teaser using in-game footage:



    And we also have a couple of screenshots:







    More images, concept art and general information can be found here:

    https://www.facebook.com/CosmonautRiftGame

    We are currently polishing up the UI and doing some "under-the-hood" tune-ups to the engine. We expect to have some cool progress to show around next week and a public playable version by the end of July. Also, the first version of the plot will be released on the next two weeks, so you guys can check out where we are going from here.

    Stay tuned for progress ;)
     
  2. DocLogic

    DocLogic

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    What a fantastic idea for an Oculus game, very clever. Was this inspired by the movie gravity?

    Looking really good, any chance of a non-oculus version? Is that hard to do?
     
  3. RFLG

    RFLG

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    Thanks for the feedback!

    Yes, we took some inspiration from Gravity, 2001, Moon, The Right Stuff, from some of R. Heinlein books and from a couple of games too: Kerbal Space Program, Capsule, the wingcommander series.

    Actually the game will support both Rift and standard displays. One of the things we are working on ATM is the detection mechanisms for that. On standard display, you'll get the usual FPS camera view, while on Rift the camera sits on the character's head, so you get a bit of a "GoPro" POV on it (wich is really cool).
     
  4. DocLogic

    DocLogic

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    Interesting! That does sound cool. Was this simply an artistic decision, or is there a design reason for the placement of the camera? My next game is going to be ground-up oculus game, this is why I'm curious.
     
  5. RFLG

    RFLG

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    It has to do with the immersiveness we intend to provide and with the story-telling itself, we want the player to really feel he is the Cosmonaut ;)
     
  6. RFLG

    RFLG

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    Small update:

    Many "under the hood" fixes and tweaks were done on the last couple of days, in par with some code refactoring. We've set the path for full Rift and Kinect support on the current code-base, among other nice things.

    The main music theme is also ready and it has becomed an instant favourite around these parts, so by next week I should have it here for you listening pleasure!

    Also, Microsoft Portugal decided to back us a bit on this endeavour and loaned us a Kinect for Windows and a couple more things we needed. Out with the jury-rigged Xbox Kinect, in with a proper one!

    Next week will be a bit more exciting! We'll be implementing the final versions for the Rift and Kinect infrastructures on the game's sandbox, the goal will be to have the character's bones fully integrated with the Kinect, to map user movement and the Rift Camera (and associated mechanics, such as neck pivot) in it's proper place and working. It would be awsome to have all that working smoothly by the 17th of July.

    We will also start dabbling with some Kinect gestures (subtle and integrated on the gameplay), but more on that later.

    If we pull off this deadline (17), the Cosmonaut will make it's first public appearance (with Rift and Kinect) and demonstration right here:

    https://msevents.microsoft.com/CUI/EventDetail.aspx?culture=en-US&EventID=1032590886

    So, if someone is in the neighbourhood or even attending, drop me a line ;)
     
  7. DocLogic

    DocLogic

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    That's awesome, congrats! Sounds like its all coming together. Kinect sounds like a natural fit for a floating-in-space game. Is there controller support?

    Hope you make the deadline.
     
  8. RFLG

    RFLG

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    Thanks! It's going to be a rough week, but it will be worth it in the end.

    About the controllers, currently we are supporting mouse/keyboard and Xbox game pads (or compatible, such as the MadCatz controller).
     
  9. Siddown

    Siddown

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    Very interesting. I'm curious about the controls, are you going for full 6dof with the XBox Controller?
     
  10. RFLG

    RFLG

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    Yes we are. Doesn't feel right in any other way :)

    The perfect control device for our game would be a Razer Hydra (or similar), since the EMU "chair" is also driven like that. Anyone knows if there is anyone building that sort of control besides Sixsense?

    Or any good dual joystick setup for that matter? (wired or wireless)
     
    Last edited: Jul 5, 2014
  11. KheltonHeadley

    KheltonHeadley

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    *cough* Gravity *cough*
     
  12. RFLG

    RFLG

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    Kinda of a inspiration yes, and it looks great on a Rift ;)
     
  13. RFLG

    RFLG

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    For your viewing pleasure, some new 3D concept art:



    And some fresh screenshots!







    Enjoy and comment at will!
     
  14. RFLG

    RFLG

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    New bit of concept art:



    And the first gameplay video with the Kinect+Rift is just around the corner, stay tuned for that ;)
     
  15. rafay115

    rafay115

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    this is really cool keep it up

    and make sure you are developing a fanbase as you develop
     
  16. sandboxgod

    sandboxgod

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    Great idea, will be watching with interest
     
  17. jameos

    jameos

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    love the idea!
     
  18. RFLG

    RFLG

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    Thanks for the feedback guys! Kinect+Rift in-game video almost ready and a new concept art bit:



    These are still our prototype stage in-game assets, but I think they look pretty good :)
     
  19. jameos

    jameos

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    they do look fantastic!
     
  20. RFLG

    RFLG

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    Thanks! We are trying to capture the right balance between sinister and realistic graphics. Some cooler concepts will be showing up shortly!
     
  21. RFLG

    RFLG

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    After a short break from the team, the project is back on track!

    Many news about the game will be released this week. First moar concepts! (as promised)


    Stranded in space


    EMU Utility backpack

    Space Station Humanitas


    Space Station Humanitas Control Hub/Cargo Bay

    Space Station Humanitas Lab Module.
     
  22. RFLG

    RFLG

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    New stuff and progress on the game!

    We have been busy trying to finish a "preliminary" alpha for release, we are almost done!

    Check out some screenshots:



    Close-up of a spaceshuttle, we are fiddling whit blowing stuff up :)



    First version of Humanitas central core (no textures), the shuttle on is the side for scale.



    Indoor lighting test, we think this needs to be darker!



    Humanitas core, upgraded, reviewed and with basic texturing. A docked shuttle for size and testing purposes.



    Another angle of the docked ship and station

    So, tell us your thoughts! We are (still) working on a trailer #2, featuring the game's awsome soundtrack!