Live data from Hacker News

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

walkingdre.am

21–26 of 26 posts

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

#22
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.

Hi, I'm the lead on walking dream. There have been a couple of other games I've seen that have implemented version of this, though using very different approaches. However, most were closer to tech demos, without a full game experience.

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

#23
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.

Hi, I'm the lead dev on walking dream. It's hard to say right now what the "minimum area requirement" is, because there's an inverse correlation between area size and nausea (since more "redirecting" is needed in smaller spaces) However, I think it works pretty well in 9x9ft so far (but we need to see how it works for other testers)

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

#24
post #18
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 agree that 6.5ft^2 is probably too small for a good RDW experience based on the gain numbers I'm familiar with. The tracked volumes of the experiments I was a part of were all on the scale of ~15-20 ft square. (I'm not a researcher, really, but I was a developer at a lab that did some RDW research -- for instance, https://dl.acm.org/doi/abs/10.1145/2931002.2931018 ). There are some tricks that the literature sugges…

I'm the lead dev on Walking Dream: No doubt the player will "notice" they are being redirected in a small space, the question is if it's bad enough to induce nausea. Our goal is to be able to tell the player "you can just walk wherever you want in the game, but you'll notice some weird rotational shifting, however you won't get nausea". It's a lower bar that can still lead to fun gameplay.

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

#25
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…

The closest the game has to "self modifying code" is that you can "see" the "brains" of the opponents that shows the actions they will perform, and then attack with "hacking" weapons directly against their brain, to alter their behavior.

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

#26
Not directly related, but I just finished "Half Life: Alyx" yesterday. It is exceptional. I can't believe it is running on the same Rift hardware I bought years ago. They have just figured out how to do so many things correctly in that game. Sorry about the tangent, just can't recommend it enough.
Post reply on HN