Golem

Started by Mmm_fish_tacos, Dec 05, 2015, 09:03 PM

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Mmm_fish_tacos


Probably my highlight of the show.

Legend

VR will be so special

Mmm_fish_tacos

Quote from: Legend on Dec 05, 2015, 09:05 PMVR will be so special
What if they gave you rings that could be tracked with the game?!?

Legend

Quote from: Mmm_fish_tacos on Dec 05, 2015, 09:08 PMWhat if they gave you rings that could be tracked with the game?!?
For fingers?

Nah that'd be overly complex. OR touch is better.

Mmm_fish_tacos

Quote from: Legend on Dec 05, 2015, 09:13 PMFor fingers?

Nah that'd be overly complex. OR touch is better.
You're overly complex.  >:(

Legend


Mmm_fish_tacos

Quote from: Legend on Dec 05, 2015, 09:22 PM

VS



I rest my case
Sometimes I don't know about you...


Legend

Quote from: Mmm_fish_tacos on Dec 05, 2015, 09:24 PMSometimes I don't know about you...


Oh, discs...

not rings on fingers...

oh...

Mmm_fish_tacos

Quote from: Legend on Dec 05, 2015, 09:25 PMOh, discs...

not rings on fingers...

oh...
those are rings..

Legend


the-pi-guy

Quote from: Legend on Dec 05, 2015, 09:29 PMExplain like I'm 5...




Your Glw ring will glow in the dark upwards of 24 hours after only a 15 minute charge in direct light.
Additionally, your Glw ring will not lose intensity for 25+ years.

Only 149.......


Jeez Tacos.  

Legend

Quote from: the-Pi-guy on Dec 05, 2015, 09:30 PM



Your Glw ring will glow in the dark upwards of 24 hours after only a 15 minute charge in direct light.
Additionally, your Glw ring will not lose intensity for 25+ years.

Only 149.......


Jeez Tacos.  
Ok so exactly what I thought at first...

My picture was an exaggeration taco, using mechanically tracked rings instead of camera tracking.


Seriously though touch tracks your fingers without the need for rings or anything on them.

Mmm_fish_tacos

Quote from: the-Pi-guy on Dec 05, 2015, 09:30 PM



Your Glw ring will glow in the dark upwards of 24 hours after only a 15 minute charge in direct light.
Additionally, your Glw ring will not lose intensity for 25+ years.

Only 149.......


Jeez Tacos.  
lol.
its the first one i found. they can be made for like 10 cents.

Quote from: Legend on Dec 05, 2015, 09:34 PMOk so exactly what I thought at first...

My picture was an exaggeration taco, using mechanically tracked rings instead of camera tracking.


Seriously though touch tracks your fingers without the need for rings or anything on them.
well we wont get that with psvr, unless you know something i don't.

Legend

Quote from: Mmm_fish_tacos on Dec 05, 2015, 09:35 PMwell we wont get that with psvr, unless you know something i don't.

Won't get rings either. Way too small and odd shaped to be tracked with any sort of quality.

If Sony wanted to do hand tracking, they'd need to either put a sensor on the HMD or around the hands. Best thing would be a wristband like this working off muscles.


As far as my inside knowledge about PSVR, I only know headset specs. No clue about controllers.

Mmm_fish_tacos

Golem from Highwire Games is a PlayStation VR Exclusive – PlayStation.Blog

Golem from Highwire Games is a PlayStation VR Exclusive
Jaime Griesemer's Avatar Posted by Jaime Griesemer on Dec 05, 2015 // Creative Director, Highwire Games
Announcing a game is exciting, exhilarating, and honestly... it's pretty nerve-wracking. The veteran developers on our team have been through it many times before, but debuting Golem as a PlayStation VR exclusive in front of an enthusiastic crowd at PlayStation Experience was a remarkable moment. It was a significant milestone for Highwire Games, too, since Golem is our first game as an independent studio. There is always a certain tension when you try to introduce a game with a movie-style trailer. How do you capture the dynamic nature of a game in a non-interactive video? Do you try to communicate the gameplay, or just focus on telling an interesting story? Do you accurately represent the look of the game, or blow the budget on a pre-rendered cinematic?

We went with all in-engine footage, for the record
For a virtual reality game, made from the ground up to be played inside a head-mounted display, that tension hits a breaking point. Not only is VR interactive, it is transportive; it takes you into another world in a way traditional video just cannot capture. There is a sense of real dread and bodily danger that you get as you slowly creep through ancient ruins in search of artifacts and treasure, and it is something you have to experience for yourself.
So, when we were deciding how to introduce Golem to the fans at PlayStation Experience, we knew we couldn't directly convey the experience of being a giant stone golem exploring an abandoned city. However, in our game you do not play as a single golem, but as someone with the ability to control golems, seeing through their eyes and directing their movements. Could we show the audience what it might be like to watch someone else controlling a golem, and indirectly communicate the sense of power and presence that the game offers?

Not all golems are huge, some are small enough to fit under your bed
It actually turned out to be quite effective to show both the golem and the one controlling it as separate characters in a more traditional trailer. We were able to introduce the fans to the world of Golem and give them a hint of the game's mechanics. While you may not immediately know what it will feel like to put on a PlayStation VR headset and control a golem, at least you'll know what to expect when you get a chance try it yourself! We hope you enjoyed the Golem trailer and we look forward to revealing more in the coming months.