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Walking Dream – single-player adventure game for the Oculus Quest

walkingdre.am

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Re: Walking Dream – single-player adventure game for the Oculus Quest

#2
> Conrad was ... the author of several technical books, including the classic "Land of Lisp".

That book has very interesting art. I hope he brings that style to the game. I hope he does something strange like implement the game in Lisp and use some sort of self-modifying game engine.

> Walking Dream, on the other hand, is built on a brand new combat engine with a rich weapons crafting system. This system is shared by both the player as well as the many enemies, and turns each battle into a completely novel experience, requiring completely novel strategies at every encounter!

Re: Walking Dream – single-player adventure game for the Oculus Quest

#4
post #3

The most interesting thing here for me is the use of redirected walking ( https://en.wikipedia.org/wiki/Redirected_walking ). I saw the video accompanying the paper but this would be the first game I've seen try to use it.

I will be very curious what the minimum area requirement for the game is. I can't imagine redirected walking being very convincing in the Quest's minimum 6.5 x 6.5 ft square.

Re: Walking Dream – single-player adventure game for the Oculus Quest

#5
post #4
post #3

The most interesting thing here for me is the use of redirected walking ( https://en.wikipedia.org/wiki/Redirected_walking ). I saw the video accompanying the paper but this would be the first game I've seen try to use it.

I will be very curious what the minimum area requirement for the game is. I can't imagine redirected walking being very convincing in the Quest's minimum 6.5 x 6.5 ft square.

I've played around in Tea For God (https://sidequestvr.com/app/65/tea-for-god-under-development) which does this on the quest, and it works really well, and I didn't even use the full 6.5'x6.5' (in my case ~6'x4') possible. Within a minute I lost all sense of where I was in the real world.

Re: Walking Dream – single-player adventure game for the Oculus Quest

#6
post #4
post #3

The most interesting thing here for me is the use of redirected walking ( https://en.wikipedia.org/wiki/Redirected_walking ). I saw the video accompanying the paper but this would be the first game I've seen try to use it.

I will be very curious what the minimum area requirement for the game is. I can't imagine redirected walking being very convincing in the Quest's minimum 6.5 x 6.5 ft square.

(2m × 2m if you're curious)

Re: Walking Dream – single-player adventure game for the Oculus Quest

#8
post #4

Earlier quoted context omitted.

I will be very curious what the minimum area requirement for the game is. I can't imagine redirected walking being very convincing in the Quest's minimum 6.5 x 6.5 ft square.

I've played around in Tea For God ( https://sidequestvr.com/app/65/tea-for-god-under-development ) which does this on the quest, and it works really well, and I didn't even use the full 6.5'x6.5' (in my case ~6'x4') possible. Within a minute I lost all sense of where I was in the real world.

Tea For God does not use redirected walking. It procedurally adopts game space to available room space, and uses clever mechanisms like non-euclidian geometry and various elevators to allow for huge worlds. Still, movement is 1:1 mapped between room and game.

Redirected walking means distorting the mapping when moving or rotating, to fit any game world into limited playing space. In research it's always applied in larger spaces, x5 times bigger than living rooms. If you distort moving or turning too much, users lose balance or become nauseous.

Here's a decent intro paper. 15 Years of Research on Redirected Walking in Immersive Virtual Environments https://illusioneering.cs.umn.edu/papers/nilsson-cga2018.pdf

Re: Walking Dream – single-player adventure game for the Oculus Quest

#9
post #2

> Conrad was ... the author of several technical books, including the classic "Land of Lisp". That book has very interesting art. I hope he brings that style to the game. I hope he does something strange like implement the game in Lisp and use some sort of self-modifying game engine. > Walking Dream, on the other hand, is built on a brand new combat engine with a rich weapons crafting system. This system is shared by…

I immediately recognised the Land of Lisp art style - looking forward to trying this. On a side note, this is one of the few things where I would like to be able to sign up for a newsletter.

Re: Walking Dream – single-player adventure game for the Oculus Quest

#10
post #3

The most interesting thing here for me is the use of redirected walking ( https://en.wikipedia.org/wiki/Redirected_walking ). I saw the video accompanying the paper but this would be the first game I've seen try to use it.

I'm really curious to try this. It's interesting how we tend to veer off course when trying to walk straight, and cool to see an idea of how to exploit it.

I used to do gymnastics and as part of that I trained doing long series of cartwheels along a marked line. I managed to get good at doing it without deviating from that line. I looked straight ahead and it went fast enough that everything was a blur. However, I still couldn't do it with my eyes closed.

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