Kryo

Kryo is a Virtual Reality Base-­Jumping Game played with the Oculus Rift which I developed a flight­ board prototype for.

Kryo

Kryo is a Virtual Reality Base-­Jumping Game played with the Oculus Rift which I developed a flight­ board prototype for.

  • Connector.

    Overview

    Introduction to the project Overview

  • Connector.

    Lessons Learned

    What I learned Lessons Learned

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    Gallery

    Game screenshots gallery

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    RBB  TV  Video

    TV channel RBB showcasing our game video

Overview


Virtual Reality Base-Jumping Game

   150 hours (3 weeks)
  4 people
   Constraints: In an experimental Game Jam of 3 weeks create a game that makes use of the strengths of Interface Devices
    Producing, Unreal Engine 4, Crafting the Input Device

Lessons learned


Skills: Producing, Game Design, Unreal Engine 4, Input Device Crafting


Due to the limited time of only 3 weeks the requirements relating scale of the projects varied strongly from a whole-semester project. Also, the working situation as a group that was 5 days a week on-site was quite a contrast.

Also after the second Experimental Game Jam I’m grateful for this alternative experience that I was able to gain. Interestingly, during both projects a person with an unassigned producer role asserted itself, whereas in the last project, this role was fulfilled by me.

It was great fun to motivate my team and to solve occurring problems together.

Furthermore I managed to gain valuable experience when it comes to Oculus Rift and its implementation in Unreal Engine 4. I learned that it is important to achieve the highest possible congruity between simulated and real body.

I’m grateful for the possibility to develop and craft an prototypical input device in the context of my studies which could be used for our game. Due to the limited time of only 3 weeks I had to set realistic goals here as well. If I would have had a little more time I would have loved to craft a even better functioning device which works equally well for every weight.

Team & Ideation

  • Traditional ideation prototype
  • Traditional ideation prototype
  • Traditional mechanics ideation prototype
  • Traditional mechanics ideation prototype
  • Cut out a paper frame as camera viewport and box as level behind it so I could test correlations between camera, level and gravity changes.
  • Analyzing the possibility range of Oculus Rift
  • Analyzing the possibility range of Oculus Rift
  • Since a flying game relies on a good physical feeling we continued our tests
  • Last adjustments after I built the flight board
  • Live-adjustments
  • First external tester
  • Another one of a huge amount of voluntary testers
  • Last test before the Werkschau 2015

Making of flight board

  • I decided to go with springs as weight/balance compensation
  • This base form ensures stability in every direction
  • I took a thick spring from an old moped
  • Long clamping bolts of the base
  • I cut the board from scrap wood
  • Arms were cut according to my plans
  • As well as the leg part
  • Legs without foot holder
  • Two ball bearings per arm and legs on upper and lower side ...
  • ... to absorb the resulting force of the leverage via the cable pulls
  • Double base plate as auxilliary construction to transfer weight to base
  • Conduct of front side with redirection rolls of a boat accelerator cable
  • Control rings of the cable pulls with self-locking nuts
  • Same mechanics for the leg part
  • 3 screws and 6 nuts M10 to attach the spring - screws poke out to ensure long anchorage way
  • Oscillation of the leverage via two screws to absorb the force
  • Holding screws with plastic protection not to damage the rope
  • Safety nut on the ball bearing
  • Bend cramp screws next to deflector roll to ensure rope is in line
  • Safety ropes in clamping band to limit lying angle
  • Tilt safety mechanics is attached to each of the 4 sides of the base
  • Tilt safety mechanics can be adjusted in height
  • Direct cable pull without relocation to the relocation screws resulting in low leverage
  • Rope guidance through the spring from top via the holes.
  • Ropes stretched in 4 directions
  • One can relocate a rope (in front or behind scew) to adjust the board to the player weight
  • Deflector rolls in spring arranged in form of a windmill to evenly pass on the pull
  • Height of the 4 deflector rolls had to be adjusted to the spring - their holding bows are clamps
  • Foot holder attached
  • Final result with soft reclining area attached on top

Video