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June 23, 2017, 11:00:30 am

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TIGSource ForumsFeedbackDevLogs[6.23 Update] [DRIFT VR] Low-Poly Space Exploration VR Game
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DRIFT VR
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« on: June 16, 2017, 07:01:22 am »

We are Rouge House, an indie VR content studio created by five graduate students.
We have been working on this project for the last semester and would love to hear thoughts and feedbacks from you.
And we are planning to release this game on Steam through SteamDirect.

6.23 Update


New Story-Based A.I. Assistant:

Inspired by Jarvis, Siri, Cortana and Alexa, we decided to create an A.I. audio assistant. Right now, we are thinking name her "Jocasta".
Besides of these inspirations above, we also found evidence that users are extremely sensitive for audio in the VR setting when doing user research.
We are trying to make the process as immersive as possible. Like all the guiding assistant in other games, this guide assistant is in pure audio form and would be hilarious and caring for the characters the user is playing.
We already contacted professional script writers and voice actors and actresses.

New HUD Design:

We are redesigning the HUD to provide a more clean and direct
Also, we are inspired by what we find in our research that aligns with what Youtube found in their heat-map research that users in VR focus in the center of the frame.
Here is the link if you guys are also interested in how users behave in Youtube like our whole team.
https://youtube-creators.googleblog.com/2017/06/hot-and-cold-heatmaps-in-vr.html

Here are the new designs.
There are all working progress. Please let us know what you guys think.






6.16 First Update

Why Drift?

From all the current VR games on the market, we witnessed that players or gamers could not MOVE at all. Instead, they teleport. And we are deeply convinced that this is not the natural way for gamers. And it brings an uncomfortable experience for some of the non-traditional gamers we tested in our preliminary research.

Story

In Drift VR, we put the player in the spacesuit. The player wakes up in the spacesuit without knowing where you are, who you are, and why you are in outer space. The only "friend" you have is the AI of the space suit. As the player keeps exploring the universe, he/she starts to retrieve memory from the past and understand the reason why he/she is in outer space.

Concept Art



First Trailer:



« Last Edit: Today at 10:55:18 am by DRIFT VR » Logged

Drift VR is a VR game that allows player to explore the low-poly universe with an AI on his/her side.
mootoo
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« Reply #1 on: June 16, 2017, 09:45:29 am »

 Gomez Gomez Gomez
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AaronB
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« Reply #2 on: June 17, 2017, 02:37:14 am »

One of the tricky things with VR movement is motion sickness.  Wearing a headset in the standing position and incorporating movement within a small area helps to overcome this.  I'm curious to see how (if) you can overcome this challenge.
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DRIFT VR
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« Reply #3 on: June 18, 2017, 11:57:15 am »

One of the tricky things with VR movement is motion sickness.  Wearing a headset in the standing position and incorporating movement within a small area helps to overcome this.  I'm curious to see how (if) you can overcome this challenge.

Thanks, Aaron. I was one of our biggest challenges.
We did a full-scale research regarding this topic including understanding vestibular system (the root of motion sickness), talking to Ubi Soft's Eagle Flight team and also testing prototype and hypothesis
And as you can see from the trailer, we implemented several different mechanisms to defy the motion sickness to our users.
1. The white particle to notify the direction of where the user is heading
2. Dynamic peripheral covering for the user to avoid too much information on peripheral view that will cause motion sickness
3.  Helmet lighting to notify particular action and view priorities

We tested about 30+ people so far with or without previous VR experience. All reported great feedback regarding motion sickness.

You can see some of the features in our trailer.
And we would love to hear your feedbacks.
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DRIFT VR
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« Reply #4 on: June 18, 2017, 12:00:08 pm »

Gomez Gomez Gomez

Hi, Mootoo. How are you?
Have you check our trailer yet?
We would love to hear your feedback.

Thank you!
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« Reply #5 on: June 18, 2017, 03:20:40 pm »


We did a full-scale research regarding this topic including understanding vestibular system (the root of motion sickness), talking to Ubi Soft's Eagle Flight team and also testing prototype and hypothesis
And as you can see from the trailer, we implemented several different mechanisms to defy the motion sickness to our users.
1. The white particle to notify the direction of where the user is heading
2. Dynamic peripheral covering for the user to avoid too much information on peripheral view that will cause motion sickness
3.  Helmet lighting to notify particular action and view priorities

We tested about 30+ people so far with or without previous VR experience. All reported great feedback regarding motion sickness.

You can see some of the features in our trailer.

Very interesting - particularly the dynamic peripheral covering.  I could see this becoming a standard VR setting to cater to those who do and do not suffer motion sickness (DPC: 0 - 100%).

And we would love to hear your feedbacks.

The trailer certainly portrays the visual impact of the game, but does not impart any game play elements.  I'm left with the feeling that all I do is fly around a low poly universe.  A bit more detail on the story and challenges would make the trailer more engaging.
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freank
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« Reply #6 on: June 18, 2017, 11:13:38 pm »

will it be also for cardboard?
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DRIFT VR
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« Reply #7 on: June 19, 2017, 06:45:02 am »

will it be also for cardboard?

We are trying to make it work on Daydream, Samsung GearVR and cardboard.
However, the cardboard gets a little bit tricky since it doesn't have a controller and we
We will do our best to make it work since we know cardboard has the most audience.
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DRIFT VR
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« Reply #8 on: June 19, 2017, 01:13:11 pm »


We did a full-scale research regarding this topic including understanding vestibular system (the root of motion sickness), talking to Ubi Soft's Eagle Flight team and also testing prototype and hypothesis
And as you can see from the trailer, we implemented several different mechanisms to defy the motion sickness to our users.
1. The white particle to notify the direction of where the user is heading
2. Dynamic peripheral covering for the user to avoid too much information on peripheral view that will cause motion sickness
3.  Helmet lighting to notify particular action and view priorities

We tested about 30+ people so far with or without previous VR experience. All reported great feedback regarding motion sickness.

You can see some of the features in our trailer.

Very interesting - particularly the dynamic peripheral covering.  I could see this becoming a standard VR setting to cater to those who do and do not suffer motion sickness (DPC: 0 - 100%).

And we would love to hear your feedbacks.

The trailer certainly portrays the visual impact of the game, but does not impart any game play elements.  I'm left with the feeling that all I do is fly around a low poly universe.  A bit more detail on the story and challenges would make the trailer more engaging.

Yes. We are still editing the script for our story. When we cut the first trailer, we only had the mechanism done.
We are adding audio cue (an AI for the space suit) as well since we did find people become extremely sensitive to audio within the VR setting.
Thanks again for all the great feedback. Please keep in touch.
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