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MTBS3D RT @tifcagroup: Enabling Breakthrough Innovations in the #ClienttoCloud Revolution. https://t.co/dglxcxLO3D
MTBS3D RT @tifcagroup: TIFCA’s Client-to-Cloud Vision document has been published. We are meeting during #SIGGRAPH2019 to jointly address the cont…
MTBS3D It’s been a major boon for the Client-to-Cloud Revolution at #E3. #E32019 #E319 #GoogleStadia #BethesdaE3https://t.co/IqIrR81D8o
MTBS3D RT @IfcSummit: Sixth International Future Computing Summit Moves to Silicon Valley November 5-6, 2019. Open Call for Visionary Speakers and…
MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7

The Story of Project Holodeck


Zombies on the Holodeck Goes Alpha!

And now after months of development I bring you our pre-alpha demo of Zombies on the Holodeck so you can play it yourself.  This build isn’t for all the hardware we used in Project Holodeck, but you can play the game for Oculus Rift + Razer Hydra controls.  We though this would be the ideal compromise, because most people have these two devices on hand now, and we really want to emphasize the weapons gameplay.  Ultimately I’m super excited to see more games being designed specifically for Hydra + Rift, and in the future I’m looking forward to seeing even more unique VR games to emerge.

The inspiration for Zombies on the Holodeck is to explore what VR might feel like if it was combined with film conventions – specifically horror film conventions from around the time Horror was invented.  The goal is not necessarily to convince the player that they are in a real world, but to convince the player that they are inside a film.  And then, of course, there’s a bunch of zombies and weapons!

Zombies also playable in the full Holodeck system with backpack laptops, PS Move for positional tracking and torso tracking, and a 20’ by 20’ playspace to have fun (survive) in.  Yet our framework is very modular, so you can play with whatever hardware you have available (more on that below). 

We designed this demo to be most playable with Rift + Hydra controls, meaning the level is much larger to support joystick traversal as opposed to actual walking in a play space.


Download and Try it For Yourself!

Download the game:
https://www.dropbox.com/s/1mmttz5ifgw3j3o/ZombiesOTH_05.05.13_V2.zip

Mega Mirror:
https://mega.co.nz/#!31hExRhB!XeFTpiyhpE_v0AKxCTxbkynGlBg9ApipoXZHCxyC1eY


How to Play

Instructions for installing, running, and playing the game can be found in the included ReadMe file.  Please give it a solid read-through as it has vital information for playing the game.


Usability Goals

We would love to hear what the VR community has to say about Razer Hydra + Oculus Rift gaming, so send us all the ideas and playtesting feedback you can muster!  You can email us at This email address is being protected from spambots. You need JavaScript enabled to view it.">This email address is being protected from spambots. You need JavaScript enabled to view it., post in this thread, or message me here on the forums. 

This is an early pre-alpha demo, so there are likely going to be numerous bugs.  Much of the art is temporary, but the game mechanics and hardware should function mostly as intended.  Here’s a link to our detailed playtest design goals we use for our own usability tests, but don’t let these hold you back:

https://www.dropbox.com/sh/qzqwcdb6vnyx66a/MhBbj3PodH

That link also includes the report from our last formal usability test, which you may find interesting as a VR game developer. It includes a lot of detailed data about how gamers have responded to the hardware, how long it takes to adjust, common pitfalls, likes / dislikes, and more.