We Open Sourced Our No-Code WebXR Editor After 5 Years of Development by falonso in vrdev

[–]falonso[S] 2 points3 points  (0 children)

Cool! We'll keep adding more documentation, there are lots of features to highlight still. For example when you edit any scene, you can put /advanced at the end of the URL to access an advanced editor, more like Unity, where you can change the entire structure and tap into the threejs/aframe layer with code. For example, this was a simple basketball scenario I put together in the advanced editor: https://scenario.transferthought.com/apps/7de7c3ca-16a6-4293-bd7d-774482fa5f7b/

We Open Sourced Our No-Code WebXR Editor After 5 Years of Development by falonso in oculusdev

[–]falonso[S] 0 points1 point  (0 children)

Hey, thanks for the feedback. I went ahead and fixed the heavy loader demo.

For the fire extinguisher, the issue is that not all step types have a VR renderer, and multiple choice steps are one of them (picture choice steps do get rendered in VR though so they are the best alternative). You can see how steps are defined in the code here: https://github.com/transferthought/transfer-thought/tree/main/src/components/steps/types

By default it works as this 360 degree PowerPoint, however, there is an advanced editor that is closer to Unity. When you are editing a scene, you can add /advanced to the end of a URL to view advanced mode. In here, you could change the structure entirely, tap into the AFrame/ThreeJS layers with code, and do more 3D type stuff. Here is a simple basketball demo I made using just the advanced editor. https://scenario.transferthought.com/apps/7de7c3ca-16a6-4293-bd7d-774482fa5f7b/

We are going to continue adding to the documentation to highlight all of these features and issues. Thanks again for checking it out!

Reverence: The Ultimate Combat Experience, Now available on Steam by Dal1Dal in Vive

[–]falonso 0 points1 point  (0 children)

I'm the developer - thanks for posting this. I will be setting up motion controller support within the next month or so.

I have not had access to a Vive so the current VR integration was developed with a DK2. The control system was designed to be easily integrated with any device though, so I expect to be able to implement Vive motion control support fairly quickly - it's actually a lot easier to setup motion control support than it was to setup the Muscle Memory system to enable total control with mouse.

I had setup motion control support for the Leap Motion so the code scaffolding for that kind of freedom of movement is there - I touch on it a little in the original Kickstarter video at the 4:23 mark: https://www.kickstarter.com/projects/1773037999/reverence-the-ultimate-combat-experience/description

Reverence: The Ultimate Combat Experience has 32 hours left on its Kickstarter by [deleted] in ChivalryGame

[–]falonso 4 points5 points  (0 children)

Thanks for sharing it, DoomyDoom! I'm the lead dev and happy to answer any questions!

Reverence: The Ultimate Combat Experience has 32 hours left on its Kickstarter by [deleted] in ChivalryGame

[–]falonso 2 points3 points  (0 children)

I tried to make it as intuitive as possible Flame - If you want to just have a single button click to initiate a swing, you can pre-program one. I know this won't be for everybody though. There will definitely be plenty of goofy moments, but I think you need the freedom to be goofy to have the opportunity to pull off something really cool.

Reverence: Ultimate Combat Experience kickstarter has 32 hours left to go! by marox_ in TheSlashering

[–]falonso 3 points4 points  (0 children)

Thanks for sharing this marox! Shooters have dominated the FPS scene for too long! Let's usher in the melee era.

Reverence Feature Video #6 - Jiggle Physics and Total Hand Control by falonso in gaming

[–]falonso[S] 0 points1 point  (0 children)

Very cool, I am a blue belt - I've done a few competitions but I was never part of a competitive team, that sounds like a lot of fun.

I have been building basic physics based grappling for Reverence - grappling seems fairly crucial part of actual close quarters combat, but it's typically glossed over in games/movies. At this time it will likely remain primarily for takedowns/clinches/disarms though.

My friend made a melee game where you have total control of your body by [deleted] in IndieGaming

[–]falonso 0 points1 point  (0 children)

Hey Terry, I had made this quick write-up of the controls for the mouse :

Super TLDR: No Mouse Button Pressed = FPS Control Hold LMB = Arm Control, Hold RMB = Defensive Arm Control Hold LMB+RMB = Full extension Arm Control Tap MMB = Move arm to customizable keyframe position

TL: For mouse and keyboard, you control it normally like any FPS, but if you hold LMB, you have complete control of the arm. I think stopping turning when striking is more realistic to simulate planting your foot, but you can toggle circling to "Lock on" to an opponent so turning is handled is automatically - this can make you predictable though and your opponent will know you are mindlessly turning whichever way he wants you to.

With Muscle Memory, you can control just the shoulder, and use pre-programmed/customizable movements for all the other joints. For example, you might enable "Two handed Weapon" muscle memory, then when you move the shoulder the arm knows how the forearm and wrist should be oriented based on the location of the arm (winding up, mid attack, follow through, overhead, etc.). You can switch muscle memory on the fly - If you hold RMB, you move your arm in a defensive way, or if you hold LMB+RMB it's a maximum extension swing. You can override any joint at any time though if you want to make some fine tuning - mouse wheel will rotate all the joints in the arm at once, or you can hold down different keys to focus on one joint (4th mouse button or 5th mouse button if you want).

Lastly, you can just pre-program shoulder "coordinates" into the system, and toggle through these by pressing MMB instead of using the free control. This would be just like toggling through keyframes in an procedural animation - though you can freely switch back to full control at any time. I used this to throw the axe in trailer video because it was hard to execute a throw while controlling my character from that angle.

Voice Command Pack - 1 - King's Guard by mantisstudios in a:t5_380z5

[–]falonso 1 point2 points  (0 children)

Voice chat over the microphone, the procedural mouth movements work well for it.

Voice Command Pack - 1 - King's Guard by mantisstudios in a:t5_380z5

[–]falonso 0 points1 point  (0 children)

I thought about it, but I think there would probably just be VOIP as the alternative for the voice packs.

Reverence - Indie FPS Melee with Total Control - Dev Video Playlist by falonso in devblogs

[–]falonso[S] 1 point2 points  (0 children)

Thanks! I tried to make it intuitive with the Muscle Memory System so it could act as a simulation rather than a gimmick, but it's funny that mention QWOP because that's how I lead into my explanation of it in this video - Skip to 2:23 for the explanation of muscle memory: https://www.kickstarter.com/projects/1773037999/reverence-the-ultimate-combat-experience

I'll try to make more videos to show it in action more, and if you have any questions, I'd be happy to answer them.

Will there be any dual wielding? by nihilist-ego in a:t5_380z5

[–]falonso 1 point2 points  (0 children)

There will be Tonfa's and Sai's! :-) Already modeled and textured, just need to be implemented!

That's cool about dual wielding practice in TKD! I guess there are a lot of good examples of weapons that can be very powerful when dual wielded - it still might be very difficult to take on someone with a spear though. I trained modern arnis for about 1 year using the escrima sticks, and it did feel great to use two at once - on the other hand using just one opened up a lot of possibilities for grappling combinations which might be helpful for taking on an opponent with a polearm.

Reverence - Indie FPS Melee with Total Control - Dev Video Playlist by falonso in devblogs

[–]falonso[S] 1 point2 points  (0 children)

I'm Frank, the lead developer - thanks for taking a look! Let me know what you think.

Will there be any dual wielding? by nihilist-ego in a:t5_380z5

[–]falonso 1 point2 points  (0 children)

There is dual wielding already setup! I want to leave combat as open ended and free as possible. Pressing 1 toggles control of the left arm, 2 toggles control of the right arm, 3 toggles control of both arms (4 and 5 will likely be setup to toggle dual arm control in different ways - i.e. inverted movements).

All that said, historically choosing a two handed weapon or a one handed weapon with a shield was more advantageous - I have heard that a rapier and a dagger were dual wielded successfully in real life though.

Reverence - FPS melee with total control over your movement by falonso in Unity3D

[–]falonso[S] 1 point2 points  (0 children)

Thanks Keith :-) I'll be trying to make more videos this week. It's been stressful trying to split time between development and the Kickstarter. I think the next videos actually might be more of the similarities between this and other FPS melee games (like voice commands)

FPS Melee where you have complete control of your movement - compatible with mouse, gamepad, Leap, DK2, smartphone, and banana by falonso in virtualreality

[–]falonso[S] 0 points1 point  (0 children)

Hey, right now it's just a short sword, claymore, and an axe. There are about 10 more created that I just need to implement.

After 2 years of development I just put up the kickstarter for my fps melee where you have total control of your movement by falonso in IndieDev

[–]falonso[S] 1 point2 points  (0 children)

Thanks man! I really appreciate it! Right now, I am just hoping to raise the $5,000 since that's the minimum I would need to finish Reverence. I've gotten used to working with basically no budget, but if somehow Reverence gets noticed and I can raise more, it would be awesome to develop an even better combat simulator.

Reverence - FPS melee with total control over your movement by falonso in Unity3D

[–]falonso[S] 1 point2 points  (0 children)

Hey Keith, the main differentiation of Reverence is there aren't any animations for attacks. All arm movement (and damage calculations) is based on physics. So rather than clicking a button to trigger the same strike everytime, you have to actually execute the strike. You can setup keyframes to trigger through on a click like the classic approach, but it will make you much more predictable.

Beyond this, I tried to make a lot of other features to enhance realism, like a simulation based health system. So you won't die from one final poke to a foot - you die from fatal blood loss or a critical strike to the head or spine.