My last update was 1 year ago, in the meantime we worked hard to finalize the project, and today it’s time to wrap up and show the project to the world
In my Blender conference talk 2013 i announched that we decided to port the project to make it Oculus Rift proof, so no more 3D movie, but a wonderfull medieval VR experience.
Making this project rift proof was a major job, but what i really liked was finding the right solutions to use Blender as a great modeling tool that worked with the unity 3D engine. We had so much challenges, things like drawcalls, vertices limits, animation rigs etc etc, but we solved it all and this project is the result of the power of two great programs.
We will launche the project with three big scenes, some of them have more than 100 buildings, with almost no duplications, what makes the experience unique.
I won’t call this a game or simulator, i call it a true VR experience and it’s up to the user what to do. You can explore the city, or just watching out of the window and see what is happening on the street. Every experience is unique, we use an advance weather system that makes every use different. There is also an intergation of voice overs to get more info about the city, but it’s up to the user to activated it.
I choosed for a simple setup with no pusing story line or quest system, it’s like you are droped in the past and you have 20 minutes to walk around before you get back to reality.
There is still some work to do, but we had succesfull tests with DK2 getting 150 ( 75/75) frames, so it’s all about music and sound implementation. We also designed a solid VR arcade system that lets people sit and relaxed, they only have to put on the Rift and activated the experience they want.
Here is a short preview teaser, the upcoming months more info and more ingame material. Stay tuned!