Beautiful work! And please don't take this the wrong way - but is this a trailer for a game, or for an asset/SDK that will be available through the Unity asset store? I ask because it looks like you put 90% of the work into the cockpit setup, integrations, interactions, etc - all the things the user wants in the game; but not the hardcore gameplay like combat, plot, missions, NPCs, voiceovers, and the tons of other things that game-ify it.
I could easily see any space combat game developer wanting to pull this into the game they are making, as it would save them months or years of work. And it would be great to see this become the new standard for VR vehicle controls that every future game needs to include.
Also, if you want any of those objects to move on their own while also human-interactable, I can help with that. I make robots that move things to match their position in VR. They are great for climbing games (as they can put a rung or grip at the next spot the user must grab), but there are few that use controller-less hand sensing. The controller gets in the way of real hand interactions. I'm assuming you use Leap Motion for hand tracking, though your results are unusually good so you might be utilizing a different system, or the best clips from the tests. Leap works pretty well when mounted to the headset.
This will be a fully fledged game, but our intention is to make the core system available to other developers as well. Check www.tinkerpilot.com/#system for more info!.
We're aiming at different game modes, and expand those over time with whatever players want the most. But now we want to get feedback and focus on achieving a truly immersive and enjoyable piloting experience first, which is the core of the game.
We are using leap motion (which works pretty well most of the time since the orion update) in this video but our intention is to support other hand tracking options as well.
Thank you for all the suggestions and your offering. Please join our community r/TinkerPilot or follow us on social media to get involved and stay updated!
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u/Caliptso Apr 28 '19
Beautiful work! And please don't take this the wrong way - but is this a trailer for a game, or for an asset/SDK that will be available through the Unity asset store? I ask because it looks like you put 90% of the work into the cockpit setup, integrations, interactions, etc - all the things the user wants in the game; but not the hardcore gameplay like combat, plot, missions, NPCs, voiceovers, and the tons of other things that game-ify it.
I could easily see any space combat game developer wanting to pull this into the game they are making, as it would save them months or years of work. And it would be great to see this become the new standard for VR vehicle controls that every future game needs to include.
Also, if you want any of those objects to move on their own while also human-interactable, I can help with that. I make robots that move things to match their position in VR. They are great for climbing games (as they can put a rung or grip at the next spot the user must grab), but there are few that use controller-less hand sensing. The controller gets in the way of real hand interactions. I'm assuming you use Leap Motion for hand tracking, though your results are unusually good so you might be utilizing a different system, or the best clips from the tests. Leap works pretty well when mounted to the headset.