Minotaur Arcade Vol 1 (Gridrunner/Goatup)

Nostalgia ain't what it used to be...
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Markie
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Re: Gridrunner VR - incoming!

Post by Markie »

I agree, I think VR for many developers is make some BOOM and fuck your eyes with that 3D blast, VR can be a very subtle tool bringing atmosphere and depth and a surrounding pleasing and enhancing the game.
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Re: Gridrunner VR - incoming!

Post by gilesgoat »

THE THINGS I AM SEEING !!

.. Jeff continues to experiment work on "different modes" .. today ( 5 mins ago ) I just played Gridrunner "like it NEVER BEEN PLAYED BEFORE" .. now THAT gives a completely different meaning of "Being INSIDE AN ARCADE GAME" :D :D :D :D

Again .. it seems to be "proving" that quite many times "it's not about complexity it's about the right things in the right places".

I can see this project becoming "really SOMETHING more SOMETHING" with a bit of "adjustments" there and there ( which are in progress ) :)

That's going to be another of those "must have VR things" , if you like this type of games 8)
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Re: Gridrunner VR - incoming!

Post by Markie »

gilesgoat wrote:Again .. it seems to be "proving" that quite many times "it's not about complexity it's about the right things in the right places".


Exactly! :-) Using the tools to enhance rather than blitz! but a little blitzing is fine from time to time, right tool, right place, perfect!
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Re: Gridrunner VR - incoming!

Post by Markie »

A thought, imagine HardCore in VR? https://www.youtube.com/watch?v=JWm4JbE-eOQ
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Re: Gridrunner VR - incoming!

Post by zbandito »

What's that up in the corner tharrrr
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Re: Gridrunner VR - incoming!

Post by PVB »

Yak wrote:I did a periscope of the attract mode

https://www.pscp.tv/w/bWlJ9jgwNTAzMHwxT ... e3RHho3is=

Fully playable in or out of VR, looks better in VR of course because you can see all the particles whizzing past your ears and up your nose :)
Could someone download that and convert it to mp4 so it can be uploaded to YouTube?

I’ve tried many online converters and they all leave it in portrait mode, which the live stream started in, then went landscape, but converters don’t change it, so it all looks like this for me:

Image
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Re: Gridrunner VR - incoming!

Post by Markie »

PVB wrote:
Yak wrote:I did a periscope of the attract mode

https://www.pscp.tv/w/bWlJ9jgwNTAzMHwxT ... e3RHho3is=

Fully playable in or out of VR, looks better in VR of course because you can see all the particles whizzing past your ears and up your nose :)
Could someone download that and convert it to mp4 so it can be uploaded to YouTube?

I’ve tried many online converters and they all leave it in portrait mode, which the live stream started in, then went landscape, but converters don’t change it, so it all looks like this for me:

Image

I can't figure it out either! Jeff! A new film if you please :-) :-) :tea:
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Re: Gridrunner VR - incoming!

Post by Yak »

Justified and Ancient.
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Re: Gridrunner VR - incoming!

Post by PVB »

There’s lovely! :D
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Re: Gridrunner VR - incoming!

Post by Markie »

Yak wrote:

Wow!
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Re: Gridrunner VR - incoming!

Post by The Gardner »

Some port, this game looks completely different from the iOS version, (at least, as I recall.)

I wonder how I'll feel about the level geometry/perspective changing every single level, but it LOOKS cool, and is very 'Jeff'.

Still, the idea that this only took 3.5 weeks to make is just amazing. 8O
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Re: Gridrunner VR - incoming!

Post by Whiteball »

Insane 8O

And absolutely lovely...

Oculus would be lovely too, pretty please. I have handfuls of cash at the ready..
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Re: Gridrunner VR - incoming!

Post by phattslagg »

Beautiful!
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Re: Gridrunner VR - incoming!

Post by RiK »

Looking ace, and super happy it's going to work ok in 2D :-)
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Re: Gridrunner VR - incoming!

Post by Yak »

In fact the porting was super easy because a lot of the stuff that had proprietary code in the original version could be thrown away and those functions handled through the built in capabilities of the environment I'd made, which is specifically oriented towards being able to take anything sprite and tile based and be able to make it look interesting in 2D and VR - stuff like handling a scrolling tilemap, spriting (actually "voxelling" but made so you can just basically plug in anything that used sprites with minimal effort), sound, blowing stuff up in a nice looking way etc is all there and accessible in a standardised way through the environment, so I can actually throw away a lot of stuff and just port over the game logic really easily. I had a basic playable port in a week, a nice looking version in two, and this version with the variations in level geometry and such in three and a half. It's all tied in to the Neon editor so I can fine tune stuff on the fly while the game is running - adjust the bending of the level geometry, how it moves along with player input and how it's positioned, all kinds of stuff. It makes it easy for me to design levels that work well in 2d then put on the magic hat and fettle them for VR. It's nice and fun to be able to do that kind of stuff in realtime.

The main extra stuff I've added has just been reworking the sprites in a voxel editor to give objects a bit more thickness and solidity, and then using the editor to create interesting viewpoints and playfield geometries. The underlying game code is still just thinking it's just an ordinary flat tilemap with sprites on. The extra variety just comes from twiddling some knobs and sliders in the editor :D.

At the moment the level geometry changes every two levels which I think is nice just to change things up a bit as you play. It does add to the gameplay as you have to get used to how everything moves on each successive geometry. And in VR it really feels nice as I can put you in a closer viewpoint that makes you feel like you are inside an arcade machine :). Really pleased with how it's coming along.
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