is this for vive as well? it doesnt work for me.
Walk-O-Motion VR With Physics
A downloadable game for Windows
The Best VR Locomotion with Physics!
Welcome to the Walk-O-Motion Demo
This is a VR locomotion system that uses head tracking to allow the player to physically 'walk' through the game.
Your hands can attach to objects and pick them up, it's entirely connected with you, you move the object, and the object moves you!
The system itself allows you to physically walk, jog, run and jump within the game, maybe some day I'll even get other keen VR developers to use it!
- The ability to physically walk in the game world.
- No harnesses. No restrictions. No giant omni-directional Treadmill!
- Pure Physics based object control.
- Stable, and intelligent logic makes directional control always feel right.
- So many possible applicable game types.
- So much scope for expansion.
I'm constantly looking for ways to better this system so I will try to expand and implement any suggestions from the comments!
Try it and see how it feels!
Like what you've seen? Be sure to check out my stuff on YouTube!
Click download now to get access to the following files:
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wheres the hybird game?
yo if your bored and you open this game here are some fun challenges to try
1. climbing all the way to the top of the castle
2. climb to the very top of the obstacle course without the checkpoints
3. speedrun the castle/obstacle course
4. see how long you can chain pole vault for
5. climb the obstacle course by only pole vaulting (your allowed to stop at the checkpoint areas
6. correctly use the grappling hook
7. do number 5 but with a ladder instead of a pole
8. only use one hand on castle/obstacle course
9. only use the clothe hangers (where you slide down the zipline) to climb the castle/obstacle course
good luck and have fun (number 5 8 and 9 are possible, painful but possible)
So want to try to implement this locomotion in one of my projects, any news on release of the unity package?
what About Tiny Knights?
I've replaced the whole gameplay system to full ragdoll characters.
A Sandbox demo for the basic Tiny character control is on it's way soon.
I actually made it to the top of your castle! For anyone wondering, I would grab the same place with both hands and then I would move one controller up, and the other one down. I then let go of the top one, then quickly let go of the bottom one. Thanks to the physics, you'll be slingshot upwards.
That will no longer work on the newest build, since I've stabilised and slightly weakened the joints to be much more realistic,
You will need two hands and momentum just to even jump from ledge to ledge.
Hey, I would really like to try this but it doesn't seem to work for me.
I can't get the intro screen to go disappear. I can click through the arrows just fine, but it never goes away, and hitting the X closes the game. With the intro screen there, jumping works but I can't walk around at all. Any ideas?
Feedback: Video was super interesting.
I couldn't figure out how to get over ledges. I kept throwing myself up in the air but had a lot of problems getting high enough or moving forward to actually land on something I was climbing. Not sure how you were doing it in video, could not figure it out intuitively. I never played climbey so if it's some method I was supposed to know from another game, I didn't know it. Maybe have ledges slide over the horizontal top a bit so it feels like you are dragging yourself onto it versus jumping up at the end? I kept feeling like I wanted to pull myself onto things but it didn't work.
Had to run a bit faster in place than I'd liked to reach top speed, slow speed from walking in place was too slow. Got sweaty quickly lol.
Loved the pole vaulting mechanic, super cool.
On oculus, it feels wrong when the trigger is used to primarily grab things and not the grip button. Just feels un-intuitive to me and breaks tradition from most games.
Jumping: Unsure a good way to make this intuitive. I found it triggering just walking if I kept the A button held, and I'd always land way before my character so it's not that immersive movement wise regardless. I liked swinging my arm up method more than the actually jumping method. Probably would have liked the A button just jumping for me honestly. It's hard to remember to only hold a button right before you jump. May as well just make the button jump.
Overall a lot of interesting and cool stuff going on here. Keep up the good work.
There's no method to climbing up ledges, it's normal physics, if throw yourself forward you move forward, you can use the analogue to move in air slightly. Half your body is a spring joint that acts as your legs, you can just slide over the ledge but you have to put the ledge low enough.
Just do what you would in real life to climb up something, you put your arms below you and crouch down to lift your legs up.
I don't think a lot of people understand what I'm domnstrating here, there are no game mechanics, I didn't program climbing, or pole vaulting, or rope swinging, these are just side effects of physically attached hands, all I did was make your hands attach things correctly to your character body, the rest just happens as a result.
About the running, there is no top speed, that's why jogging more vigorously results in faster movement. Walking is a problem, see my newest video for a glimpse of the hybrid system.
Jumping is something that confuses everybody, you don't have to jump off the ground at all, I'm literally just tiptoeing quickly, so when you say you're landing before the in game jump, well that's because you're lifting off the ground.
Using the Trigger to grab things was necessary, as it's preparing you for my actual game SLAYR, the grips control picking up and reloading weapons, while triggers just grab things naturally, can't use the fire trigger to pickup and drop a weapon.
Are you planning to add support for Vive? I've been watching the development of this project on your youtube channel and I've been really excited to try it, but sadly this build doesn't seem to be compatible with the Vive, not even using Revive.
I was able to get it to work with revive, and using the steam input re-mapper.
Oh, maybe I'm doing something wrong. I just opened steamvr, right clicked revive in the system tray, clicked inject, and selected the WOM.exe, which brought up the unity launcher. I clicked play and it did the same thing as launching it without revive. I have the input remapper, but I can't get the game to start in the first place. Is there something I'm missing?
Something else may be wrong, I was able to launch WOM.exe without using revive. It just didn't work with my vive. Looks like the input re-mapper stuff is still in beta, you might have better luck switching your steam VR to beta. In your steam library right click SteamVR > Properties > Betas then select the beta in the dropdown. No guarantees
Sorry, I was a bit unclear with my wording. WOM.exe starts the unity launcher, and clicking play on that brings up the game on my desktop. For me though, whether I start it with revive or not, it only shows up on my desktop, not the vive, so I can't even start worrying about remapping inputs. If there's no simple solution to this, I'm perfectly fine with waiting for the official vive version. I was just seeing if i could try it out before then since this looks like a lot of fun.
is there a way you could be any more in depth on a way to get it working? a video maybe?