P-167: Paranoia: Oculus Rift Horror Game: World Constructor 2
I have made more progress with the world constructor for this project. I have now included the ability to create non-square building layouts (so, 6×4 tiles, 2*6 tiles, etc). I have also added the ability to create multiple floors dynamically. This was actually more complex that it sounds, because each floor needs to create a […]
P-0: Virtual World Concept: Update 16: Gameplay Objects
I have finally completed the database definitions for the game’s objects. I will likely need to add some more minor ones as I proceed, but I have the vast majority of them done. This turned out to be a monumental undertaking, and I ended up with 412 general objects (weapons, tools, items, etc) 224 food […]
P-167: Paranoia: Oculus Rift Horror Game: World Constructor
I have made significant and rapid progress with the randomised “constructor” program for this project. I can now create the floors, ceilings, external walls, and internal dividers for the structure. All of the internal dividers are created at random. Currently, there are just 4 or 5 different types of objects that can be created (walls, […]
Oculus Rift Horror Game Concept
Following on from my previous post, I thought it would be interesting to attempt to create a concept of a horror game for the Oculus. The general idea that I had was to procedurally generate the game world. I would do this by either generating a series of interconnecting rooms, with random placement of doors, […]
Horror Gaming on the Oculus Rift
I have been intrigued by several of the very innovative horror games released recently. Some of these are designed for the Oculus Platform (Slender: The Arrival, Alien Isolation) and some are not (Five Nights at Freddy’s, Emily Wants to Play). These games are very often developed by independent or small-scale studios or individuals, and often […]
P-152: Virtual World Concept Update 96: Fractal Terrain Generation Part 2
According to the comments I found within the project, the code that I have been examining is the “Infinite Universe Engine” by Jochen Winzen. I have no other information on it, but it seems to use a very similiar approach to rendering realistic world to the one that I intend to use. This project uses […]
P-152: Virtual World Concept Update 95: Fractal Terrain Generation Part 1
I believe I am close to being able to make another attempt at spherical terrain. If this idea works, I should be able to not only produce spherical terrain, but I should be able to scale it to an arbitrary size as well, without having to do any additional work. It should also be extremely […]
P-0: Virtual World Concept: Update 15: Gameplay Objects
I have been working on the objects that will be featured in the game. This has obviously been a significant challenge, since I have to document all of the tools, weapons, and general purpose objects that can be used by the player. I intend to model the stone age period up until the iron age, […]
