Mythica VR: Virtual Reality Questing with your Friends
Mythica VR is role-playing as you always dreamed it could be, dungeon crawling beside your friends in virtual reality.
This is the previous Mythica VR campaign. For the current campaign check the updates or go to www.mythicavr.com
The promise of virtual reality has finally been realized, and exploring a dungeon in virtual reality is everything you dreamed it could be. The first time you put up your sword to block the blow of an attacking orc, and it feels as real as life, you know that there is no going back to the dice rolls of table-top gaming or the controller clicking of video gaming.
There is a hugely important element missing from current virtual reality role playing options, however, and that is your party, your questing buddies, your ka-tet. It's a lonely world without them, and when you're being overwhelmed by a horde of undead skeletons and you hear the battle cry of your friend as he hacks his way in and saves you, you know there is no going without them.
We also cannot forget the crucial role played by the game master, the creator of worlds, the dungeon lord, the spawner of monsters, the voice of NPCs. A static world is just that, static, without the game master there to pull the strings and breathe life to the monsters and NPCs.
We are excited to bring the complete experience of role playing to you, the way you always dreamed it could be, with Mythica VR.
Mythica VR will be released on Steam on the PC, and in the Android Play Store, and iOS App Store. On the PC it can be played with an HTC Vive, Oculus Rift, or DK2. On mobile it can be played with a Google Cardboard compatible headset, and we plan to support Google Daydream.
Create your character, then join with your friends, or get matched with other players at the same experience level as your character, and play a quest together. A quest may be a one-off or may be part of a larger campaign that you can work through, slowly leveling up your character so that you can take on harder and harder quests.
The map builder can be used in two ways, either as a traditional desktop top-down map editor, using the mouse to create rooms and place items and monsters, or you can build the quest around you in virtual reality, walking around the dungeon creating rooms, and placing items and monsters. A simple trigger system will allow you to add logic to your quests.
For those who like to create story-rich worlds, you can string quests together into campaigns, where players have to complete each quest to progress.
If you are joining the quests with your players you can control all aspects of your quests as they are playing, including spawning items and monsters. You can even control your NPCs and monsters in real-time, acting with your motion controllers and voicing your NPCs.
With headsets that support room-scale, like the HTC Vive, you can walk around the room as normal for close range exploration and combat, and for moving outside of the area you have available you can teleport by pointing your motion controller at your destination and pushing a button, much like you can on most current Vive games that support exploration.
For headsets with no positional support, like Google Cardboard, you can use two other phones as your motion controllers, networked over wifi to give their orientation and acceleration, much like Wii Motion Plus controllers. With these you can wield your weapons and shield, and also point to a location to teleport. Your old cracked-screen phones finally have a purpose. You may also optionally enable touching a button on of one of your hand controllers to move forward if you happen to be immune to motion sickness.
After trying a number of locomotion options teleport feels the most natural and offers the least possibility of motion sickness. It has been adopted by most room-scale virtual reality games. We will keep our eyes open for better options. Positional tracking for phones is on the horizon and we'll be sure to implement that technology as soon as it is available.
How will it look when other players teleport?
You will see a streak of color from their origin to their destination. Each player will display as a different color when teleporting.
Mythica is a series of five fantasy films created by Arrowstorm Entertainment. Each one has received successful funding on Kickstarter thanks to loyal and generous fans. We are excited to bring those fans the world of Mythica in a whole new way, and many other worlds, and to introduce Mythica to those who haven't yet heard of the films. Watch the trailers for the Mythica films here.
In addition to campaigns created by game masters, Mythica VR will include a story-rich campaign set in the world of Mythica, created by the screenwriters of the Mythica series and featuring the characters that you've come to love from the Mythica series.
We're a small group of independent filmmakers and game producers, and have been at it for about a decade. It's our full-time job, and every film and game we have made has received worldwide distribution. We do pretty much everything ourselves, from conception to financing to production to securing distribution. We love fantasy and science fiction and know there's others out there like us, who we aim to please. You can learn more about our philosophy and our projects at our website.
Music is a crucial part of bringing the atmosphere, and Mythica VR will include a number of atmospheric and epic tracks that game masters can use in their campaigns. The tracks are created to have sections for exploration, build-up, combat, climax, resolution, etc. As well as being automatically triggered, the game master can use triggers in the map editor to start certain parts of the music.
The music is being created by talented composer and producer Seth Joshua. Here is a track he created for us for our Kickstarter. Imagine it in the background as your gaming party is exploring a village.
Risks and challenges
Creating a game is a complicated technical exercise, and often unforeseen difficulties arise, causing budget and scheduling overruns. To mitigate these risks we will be following a few helpful processes:
* We will be following an agile development methodology. That means releases early and often. Those backers who selected the "Early Release" reward can expect to receive the game as soon as it is playable and receive updates often after that.
* We will design the servers so that they can optionally be hosted by players. We don't want you to have to worry that if we run out of budget that you can no longer play. The servers will be designed from the start to be able to be hosted by players so you don't have to rely on our infrastructure.
* We will not spend money on art until the game is playable. Gameplay comes first with us, and the Unity asset store has great assets we can use until we are sure we are not going to run out of budget for software engineering.
And, we are proud to declare that Arrowstorm has delivered on every Kickstarter we have ever funded that has come due for delivery!Learn about accountability on Kickstarter
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