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Tomb of Goliath. VR

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
1,427
RPG Wokedex
This game is going to be VR, similar to Burial Stone, but with improvements:
1. Random places monsters/loot.
2. Potential loot drops.
3. More skills/items/spells/classes
4. Map "travel", kind of like lands of lore, where you can travel between maps from exists. Install of the drop pit like Burial Stone.
5. More synchronized animation, which was an issue with Burial Stone(due to a bug).
6. An actual story.
7. Actual NPCs.
8. More VR interactions, like riddles on walls and etc.

Here are some videos in the design phase, this will be VR, but I am desiging the code right now:

 

Poseidon00

Arcane
Joined
Dec 11, 2018
Messages
1,848
I have to give some thought as to what I would want out of this genre of game. Some level of VR interactivity is, of course, a must, but i'm talking more mechanics wise.
 

PompiPompi

Man with forever hair
Patron
Developer
Joined
Jul 22, 2019
Messages
1,427
RPG Wokedex
VR interactivity is cool, but... it would require an action based game, or integrating action elements in an otherwise turn based game.
It's cool that you can walk and bop someone in the head with a club, but if all it does is roll a dice, it will just make it tedious what could simpley be done with a single click.

I had an idea, make it no VR interactions, and then make the same game with VR interactions. So people can see what they like better.
 

Poseidon00

Arcane
Joined
Dec 11, 2018
Messages
1,848
VR interactivity is cool, but... it would require an action based game, or integrating action elements in an otherwise turn based game.
It's cool that you can walk and bop someone in the head with a club, but if all it does is roll a dice, it will just make it tedious what could simpley be done with a single click.

I had an idea, make it no VR interactions, and then make the same game with VR interactions. So people can see what they like better.

I agree actually given a bit of time to reflect. Doesn't really add anything here. Ease of use of UI is important though, its still something Devs seems to be perfecting.

I would load up VR Dungeon Knight and just take a look around the main lobby to appreciate how a sense of perspective really adds to the atmosphere in VR. Caverns with big drops you can look down etc. etc.
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,515
Closest in "graphics style" to this is probably Dreadhalls, although that's a Horror Dungeon exploration game with free movement. You can peek around corners etc. but it doesn't have extensive "VR interactions" since it was developed with Xbox Controller in mind before Motion controllers were a thing, although I think they might have updated it that it supports those too and you can hold the lantern in one hand and the map in another if they're enabled. It features randomly generated levels, so you never know where the exit is or where monsters, loot etc. is placed. It has a map that appears when you look down and light plays a huge role to mood/exploring and making you see beyond the front of your feet or attracting monsters, you will have to find lamp oil to refill it and monsters can follow you through doors etc. and have different behaviors and tactics on how to deal with them: https://steamcommunity.com/sharedfiles/filedetails/?id=1284409971


The best turn- and grid-based Dungeon Crawler in VR "to beat" is probably the port of Operencia, since it has varied environments and enemies and an interesting enough story and puzzles that are enjoyable to solve based on the 2D efforts, although the VR port while it works, was a bit bare-bones with UI and story for instance overlaid as 2D elements in 3D space:


There's also Crystal Rift I guess, but that's rather old, plain-looking and inconsequential.
 
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