Be Football: VR Soccer Experience for Vive Trackers

We have made content for Virtuix Omni motion platform, we have done some tests with Leap motion and subpack and we are currently waiting for our Hardlight VR Suit unit, so… when HTC launched the Vive Trackers, it was obvious, we had to make something for it.

Something that all people could try, enjoy with their family and something that required hands and feet?? Yeah VR Soccer!

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Our first question was about foot/ball physics… Should be real?? should we fake it to make the experience funnier? After some test we decided to use the more realistic physics that we could, helping it with some tweaks for effects, clamping the force you can apply to the ball, playing with mass, etc… the result was very satisfactory.

We wanted the feeling of being in a real stadium so we had to include a lot of elements: animated audience, flags, confetti, referee… and all with 180 screen percentage and 90 fps. Yes, definitely it was another challenge. A tip: instanced static meshes and vertex animation… awesome!

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Develop the AI for the goalkeeper was very fun and not so trivial as you think: In a traditional soccer game, you know the controller direction and the kick force, the AI just have to decide if the goal keeper goes to the right direction or not, time to do it, etc… but in a VR experience you can’t know where the user will kick the ball neither the force. We made a prediction depending of the kick momentum and obviously its not perfect but the goalkeeper not seems a dumb and performs some beautiful stops. There are too some random behaviours like the real soccer when the goalkeeper does not predict anything, just goes to a side. it works nice.

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Of course in Be Football you can be the Player or the Goalkeeper. This role is very fun too and dangerous hehehe. Our goal has the real size… ok don’t worry about that, the AI only will shoot close to you but… VR is very immersive and probably you will want to move and extend you arms to catch the ball, hitting to everybody, to the forniture and breaking the controllers! hahaha yes, i’m overstated but you will play better in a clear space. For this reason we designed a structure for a live show, with harness, artificial grass, advertising billboards, etc…

I think this project is fun, has a lot of branding potential, a lot of live uses and of course, a version for steam is not discarded, with improvements like header mechanics, corner kicks, free kicks, different stadiums (Real Madrid stadium is included, but its a secret for now… hehehehe), players, gloves, boots, career mode, etc…

Screenshoot gallery:

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Be Brave: VR Bullfighting Experience

When we developed our “Encierro de San Fermín” VR Simulator  we met a lot of people related with the bulls environment and the possibility of a VR bullfighting experience was very much in demand.

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So we decided to make a prototype and a live performance of a VR bullfighting show for possible investors.

We used Unreal Engine (C++) and HTC Vive for this project.

No violence, no blood, no torture, just bullfighting and the feeling of be very close to the bull. Of course, more risk, more score but the bull can beat you 😉

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Finally is more playable than we thought and it’s totally usable for live shows. Of course with a more time and money the product will be much better: New game mechanics, different squares, bulls, etc…

Promotional video:

Be the Plane: VR Flight Experience

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In our search for nice experiences for people who does not tried VR before we were doing some test with HTC controllers. What about a experience where you have to use your arms like the wings of a plane? Easy, intuitive and fun.

Trace a vector between controllers, project it to a orthogonal plane and get the angle with player’s up vector 🙂

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We made three levels, with different enviroments (tropical, stormy and… weird? o_O) and difficulty but finally we just include the tropical one (client petition).

People enjoyed this flight experience with wonderful views and relaxing music, trying to reach as many circles as they could.

Here is the live performance:

 

Screenshoot gallery:

Unity3D Terror Game Test for Mobile VR devices

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Future of videogames is VR. I’m not talking about traditional games replacement but I think the next big change will be VR. Oculus Rift, Morpheus, Valve-HTC Vive, Razer Hacker, Samsung Gear VR… There are a lot of future VR devices and this is one of the reasons because I’m not a DK2 owner (not yet :P). A lot of devices, a lot of “standards”, a lot of APIs… Meanwhile I bought a cheap VR glasses for mobile devices in order to test some ideas.

My first demo is a kind of terror game in first person view where the player is an employee trying to discover some clues in his office during night, in order to explain the weird behaviour of his boss. This “game” has two different parts. The first one is based on explore and find some clues. No Weapons, just a flashlight.

One of the main issues about VR and mobiles is the control. First I tried to do a game semi – on rails. The player moves automatically to each room and there you can interact visually with some objects there (looking at them for a few seconds).

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But I wont publish the game for the public so I decided to move the main character using a gamepad connected to the mobile via bluetooth. The camera is moved by head tracking using the mobile gyroscope and you can walk using gamepad stick. It’s really simple and easy to do using Unity3D.

About the second part (which is still in progress) the player has resolved this mystery and he has to defeat the final boss. It will be a simple FPS fight and now, yes, using fire weapons. I don’t want to spent much more time in this demo because I have another ongoing projects and future VR ideas.

A lot of scary events are included so it’s so funny to see my friends testing this game }:)

I have used Unity3D engine, sixaxis android app to connect the gamepad and Durovis SDK for head tracking and SBS effect.

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