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:

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:

“Encierro de San Fermín” – VR Running Simulator

When Downtown was finished I was looking for new challenges and I started to work in Prisma VR Studio. Our first project was a virtual reality experience about running with the bulls in one of the most popular spanish tradition, “Encierros de San Fermín”.

Probably the worst issue in VR is the motion sickness and this experience requires a lot head movements: You have to run in front of the bulls but looking back in order to locate them and keep the distance. So, the best solution for us was the Virtuix Omni motion platform. Using this device we avoided the motion sickness because is the user who moves the VR avatar using his body not the application and the brain feels it more natural.

 

This simulator was developed for an exhibition about “San Fermín” in Seville and probably we were one of the first companies who used this device for a commercial project because we had to use our Omni developing unit until the commercial one was launched (One month later).

The enviroment was another challenge because we should to recreate Pamplona as similar as possible to reality: The sun is located at the same position, the commercial stores are reals, the building textures, etc… for that reason we choose Unreal instead of Unity3D. The Unreal Engine’s Deferred renderer is not so optimal as the forward renderer but the visual quality is much better “out of the box”.

The exhibition would receive a lot of people so the experience should take no too much time but it has to be gratifying because probably each person only could try it once and the use of the Omni device requires certain training. For that reason we included a short tutorial for get used to the Omni.

We also made a experience for people who does not wanted to run with the Omni. The path is pre defined and you just have to move the controllers like you were running to move forward and look back to avoid be reached by the bulls. It’s not as fun (just my opinion) as the Omni version but it’s nice for old people, kids or for promotional events (You have not to move the Omni from the exhibition 😉 ), For example:

And a TV coverage (early version):

It was my first Unreal Engine’s professional experience and I learned a lot of about the  C++/Blueprint communication, like Native Events, Delegates, Timers, etc… and of course the Virtuix Omni integration.

 

Screenshoot gallery:

 

Infinity Damage – Lava Statues

I talked about the statues which heal the boss when he is stunned. I don’t want to upload videos about the boss until is finished but I have one about the statues mechanics.

When you have done enough damage to the boss he goes to stun mode and then the lava begins to fall through the pipes to the statue’s bowl. Then a heal beam is generated from the statue to the boss and it’s time to destroy the statue. If you don’t destroy it the lava stop falling and you have to damage boss again.

But if you do enough damage to the statue it will be destroyed and you go to the next boss stage. It’s a sample of the unreal engine powerful features like destructible meshes.

I hope it likes you!

Infinity Damage – Game elements

Currently I have four enemy types: Kamikaze, Tank, Shooter and Melee and probably I will do more kinds like Turrets or whatever but I decided to stop the enemies stuff and design the level and the final boss’s place.
Probably I spent more time positioning rocks, floor tiles, lava or columns than coding the game hehehe. Really I’m not (still :P) a good level designer because when I finally decided to stop and finish the level, I looked at it and my impression was a bit… I dont know… that my game is a boring and simple. Because of that I needed a change and I came back to code.

I thought that the level would need a bit of verticality so I made a movable platform in order to reach places where jump is not enough. For this I made a spline based component in order to simulate the chain movement when the platform is moving. It was fun, very useful probably for level design too, (using rocks instead of chains) and I learned to use construction scripts which are really powerful.
About the settings name… “wonder” its a personal joke that only few people can understand 😛

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Here in movement:

 

Another element created was a Fire (or acid, water, whatever you want) Trap. Yes, very simple prop but… what if we put some of them in a row? should be funny. Exposed parameters are few, time to start, working time, time to start again and damage done.
I have not positioned it on the level but it’s possible to do synchronized movements or rolling… like this:

Of course we can rotate it in order to have to be jumped over 😉

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The last element I show in the post is a time based door switch (that exists? sorry for my english :P). It seems a good idea have some doors you can open only from some distance and then run before it closes. Yes it has no history but again I learned new things… this time about materials and shaders because when you shoot the switch,  it disappear using a beautiful disintegration effect by time. When the time is over the switch appears again and the door closes.

 

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Video:

 

And finally and short tour of the level that probably will be deleted… I’m seriously thinking about change the side perspective to third person

 

Next post I will talk about the level boss.

Bye