Mythica VR dosyć zgrabnie łączy dwie rzeczy: rzeczywistość wirtualną wraz z prostym projektowaniem układów gry komputerowej (VR + level editor).
Mythica VR is role-playing as you always dreamed it could be, dungeon crawling beside your friends in virtual reality.
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 po prostu nie rozwija idei wirtualnego stołu, czyli Fantasy Grounds, czy Roll20, a bardziej przypomina pomysł rodem z Neverwinter Nights I, Aurory i narzędzi dla Mistrza Gry, tylko że wersji rzeczywistości wirtualnej, a nie FPP czy TPP.
Już to jest niewątpliwym atutem.
Swobodne projektowanie podziemi, skryptowanie poszczególnych elementów interioru (np. po podejściu do szkieletu za sprawą aktywatora szkielet ożywa) przypomina podstawowe rzeczy jakie można było znaleźć w edytorach takich jak: Djinni do Witchera, Aurora do NvN, czy CS do TES.
Ciekawszy może być również level design w VR, czyli urządzanie pomieszczenia lochu wprost w rzeczywistości wirtualnej.
Z drugiej strony kiedy twórcy w odpowiedziach wspominają o otwieraniu drzwi i zapewniają o wspieraniu klasy złodziei, można wnioskować, że projekt jest w powijakach i naprawdę daleko mu do wykraczania poza światy fantasy (np. do konwencji westernowej). Wydawać się może, że nie otrzymamy komputerowej gry fabularnej z wachlarzem opcji np. jak późne odsłony Might & Magic, a zręcznościową grę akcji jaką był Crusaders of Might and Magic.
Wątek na Reedit: Reeditr z których pochodzi poniższy cytat:
...Yes, 80k doesn't get us that far. It gets us two devs full-time for a few months. We are definitely aware of what we're taking on and planning on a few processes to mitigate the risks: * Firstly, the game is very modular. We're not trying to build Skyrim here. It's not an open-world game where we're building a ton of art and levels. We are building a dungeon crawler. It's room-by-room, like any other dungeon crawler. Those rooms aren't always necessarily dungeons, of course. A "room" might be a city street, or a path in a forest, etc. But you're not going to have sweeping open world vistas like in Skyrim where you can see the entire world. You'll see the room you're in and maybe the room before and after. Making it modular is what makes it flexible, and what allows us to focus on just making good gameplay on a small scale. We make a few good gameplay concepts that work over and over again and leave it up to the game masters to make the awesome worlds. * 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. * 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.Mythica VR ma pojawić się na PC, platformy mobilne (ze wsparciem dla HTC Vive, Oculus Rift, Google Cardboard, oraz Google Daydream. Twórcy dają sobie na to niecały rok, zaś kwota wsparcia nie jest wygórowana.
In terms of experience, for myself I am a life long software engineer. I worked at Pixar as a software engineer and technical director for 6 years. I built a ton of 3D tools for artists, and game masters are artists in their own rights. I worked at Arrowstorm previously before Pixar and built them a 3D world building tool, kind of with some similar concepts, triggers, spatial audio, dropping in models and characters, etc. This was before Unity became popular so that was all built in .NET. The other half of my career has been spent building enterprise level web applications, and that's where I met my colleague John, who is an experienced web and mobile developer. Where I work fast, he works thoroughly, so he is good at making sure that the stuff I build works solidly across platforms, has good unit tests, etc.
In terms of how long it will take, 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, which we estimate to be before the end of the year and receive updates often after that...