VRCade - Nightmare Machine

Just so people are aware: VRCade, a start-up that does full motion virtual reality, is having a contest to create terrifying experiences in Virtual Reality. They are based in Seattle, but everyone can contribute. The contest entries need to be done in Unity.

Rules for the contest are here:
http://nightmaremachinevr.com/developers/game-jams/

Also, I’ve been pretty excited over this, but do not know anyone personally who can help me out with it, so I’m seeking help. I have limited free time with a newborn, family, etc. Right now the project is in the design stage where it could be pretty much anything, but right now I’m leaning towards a campfire scene. Just get on github and start commenting on the issues if you want to help! The main branch will be for Unity free, but its certainly possible to create branches for an Oculus version that uses pro.

https://github.com/JamesHutchison/VRCade_Nightmare_Machine

ppfffft…
it has to run correctly on their hardware… which you have to go to them to do…
lame … lol
good luck?

also this

Without knowing their specs it’s hard to tell what your project will run at.

Also has to be multiplayer. If it were $10k prize money it would be better, but as they are it seems like a quick grab of cheap crowd sourced content.

I live in Seattle and will check it out, I started a little concept piece but no way I have that much extra time to make a good, multiplayer, VR game that runs at 120fps minimum. (remember the VR requires 2 cameras and gives twice the performance hit…)

So I checked out their set-up last Saturday and this is what I found:

  1. It doesn’t have to run at 120 fps. Unlike the DK2, there isn’t judder or anything when you don’t hit the fps target, but you should get 120 fps at least most of the time otherwise there is noticeable lag when you turn your head. That said, I would start low fidelity and build up. The guys at VRCade will spend time refining your entry if its going to be used.

  2. There’s no multiplayer. The way this is set up is that each person has their own machine, which allows you to run separate game states. Instead, the player avatars for everyone else will be injected into the scene as non-multiplayer entities. So for example, if you wanted to ensure that a single creature is always behind the player you can because it’s 4 separate instances of the game engine running on 4 separate machines. Having a monster react to the other players is a little less clear to me at this time.

  3. You can have keyboard input. In general the scene should be on autopilot, but you can definitely add keyboard actions as long as they aren’t required. Also, it’s 4 keyboards so keep that in mind.

  4. Scenes don’t require much. Basically build the scene, have some scripting and monsters, and then all you need is the fps controller prefab dropped in to test it yourself. They have their own scripts/prefabs to convert it.

Overall, it’s actually something one person can tackle on their own but any help I can get is always welcome!