Punch orbs with your hands, deflect projectiles with laserblades, shoot drones with guns or dance with dragons, using native songs, player created osu! beatmaps or any song from your local music library - in the most advanced VR rhythm game.
Minden értékelés:
Nagyon pozitív (158) - E játék 158 felhasználói értékeléséből 89% pozitív.
Megjelenés dátuma:
2016. ápr. 5.
Fejlesztő:

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Korai hozzáférésű játék

Szerezz azonnali hozzáférést és kezdj játszani; légy részese a játék fejlődésének.

Megjegyzés: Ez a korai hozzáférésű játék nincs készen, és vagy változik a továbbiakban, vagy nem. Ha nem izgat a vele való játék a jelenlegi állapotában, érdemes lehet várni, míg a játék fejlesztése előrehaladottabbá válik. Tudj meg többet.

Mit mondanak a fejlesztők:

Miért a Korai Hozzáférés?

“Virtual Reality is still a new medium and we therefore need to be able to experiment, gather feedback and let content, gameplay and mechanics evolve based on this feedback.

Holodance originally was conceptualized as an episodic game where Episode 1 delivered a story and Episode 2 (which originally was designed as a separate game) was about letting players create content. It turned out that actually Episode 2 should come first, so we're now kind of giving you two games for the price of less than one, at the expense of taking a little longer to complete the whole thing.

Without Early Access, we would have been stuck with the original concept, so it already works really well for us!”

Körülbelül mennyi ideig lesz ez a játék a Korai Hozzáférésben?

“"Free Mode" can already be considered "released", even though we keep on polishing and improving that part of the game. "Story Mode" still lacks animations, gameplay and music for levels 4-12 (animations are done for Level 5 but we use music from Level 3 there, music for levels 6, 10 and 11 is in the game but animations / voice-acting is missing and gameplay will still be polished).

Our main focus is currently polishing and adding features to Free Mode. Once Free Mode has everything, including the in-VR beatmap and full multiplayer support, we'll go back to finishing Story Mode.”

A tervek szerint miben fog különbözni a teljes verzió a korai hozzáférésűtől?

“Free Mode will get an in-VR beatmap editor and improved community features, Story Mode will have full 12 levels (currently 3 finished, 4 more are playable).

We may reset highscores and achievements if we change scoring or balance but of course, you'll keep what you have learned by practicing.”

Milyen állapotban van jelenleg a korai hozzáférésű verzió?

“Update 2018-02-22 (V0.9.0b2): We now also have support for local music with procedural mapping (still experimental), a new "Psychedelic Mode", a mechanic based on Time Dilation where time moves based on your hands movement, laserblades and guns.

Update 2017-12-13 (V0.8.8): Story Mode has received a major polishing round with improved animations that include lip-sync and actual dancing choreographies. Also, we replaced the song in level 1 (the old songs are still available), and are now using improved remixes of the songs in levels 2 and 3. Free Mode has seven "bonus environments" to play in, including two clubbing environments, and a highly polished Music Library.

Update 2016-10-15 (V0.5.8): We have now added a first bonus environment (outside of the original theme of the game) and have added osu! beatmap support. We have also started work on a beatmap editor. The 12 originally planned level environments are complete, music for levels 4, 5, 7, 8 and 9 is licensed but still needs to be integrated into the game (that is one thing we're building the beatmap editor for).

Update 2016-06-12 (Alpha 54): The first three levels are complete and will only have minor changes and major performance improvements. The first level has a bonus song (so there's two songs that you can play with this level). For Levels 6, 10 and 11, there are "spoiler previews" so you can already play those levels but they may still change significantly.

To play all content (2 songs with a single instrument track in Level 1, one song for each Level 2, 3, 6, 10 and 11 with 4 instrument tracks each), you need about 2 hours if you play really well. If you want to master those levels and also get the achievements that are already available, you can spend much more time in the game already.

Multiplayer is still in heavy development and not available in the game.”

Eltérően lesz árazva a játék a korai hozzáférés alatt és azt követően?

“Update 2018-02-20: We are now taking the next step with the price and increase it from $14.99 to $19.99. This price will remain until we release from Early Access at $24.99 or $29.99.

Update 2016-10-15: Due to the much larger scope we have now, we'll increase the price from $9.99 to $14.99 shortly. The complete game will probably be $24.99 or $29.99.

Previous description: Early Access purchasers will get the game at 50% of its actual price ($9.99). Once we enter beta (complete game is playable but is still being polished), new purchasers get 25% off ($14.99). Finally, when the game is fully released, we'll charge the actual price: $19.99.”

Hogyan tervezitek bevonni a közösséget a fejlesztés folyamatába?

“Our aim is to establish a lively community of players that play the game and give us feedback about the game mechanics, art style and how they can interact with the world. We will publish updates with new features on a regular basis and in some cases also may provide builds with different options so that players can decide which one they like best.

A little note on reviews: While we do read reviews and do our best to gather feedback and improve the game upon feedback through this channel as well, reviews based on bugs are not particularly useful for other players because it's very likely that those bugs will be fixed a week or two later. So in some cases, it may be better to post to the forum and see what becomes of it before writing the game off.”
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Holodance vásárlása

 

Legutóbbi frissítések Összes megnézése (110)

június 24.

Holodance V0.9.0b12: Major work on Beat the Rhythm Orb Theme

When we started developing Holodance, which was originally called "Holodance Episode 1: Dancing with Dragons", after a few early prototypes, we fairly quickly moved into what is now called Story Mode and then, a lot of time went into building environments, modeling and animating dragons, voice-acting, making it all work together.

Of course, we also did polish the actual gameplay mechanics, added the target grid, added various ways of showing you how your score came about and even added orb themes and orbs with different shapes and materials.

But there were always a lot of other pressing things that needed to be done: Free Mode, properly handling osu! beatmaps, a music library so you could conveniently find music that you enjoy playing. Procedural mapping. More environments. Laserblades, guns ... lots of stuff a lot of people (including myself) enjoy.

Long story short, for Beat the Rhythm (and most of this work also immediately goes into Holodance), I'm kind of going back to the drawing board - with almost three years of VR rhythm game development (and playing ;-) ) experience. What I'm striving for is figuring out the most fun ways to interact with the music - and building the design and visual effects (and later also audio-effects) around that.

I have already talked a little about the new "orb theme" that we're building for Beat the Rhythm, which is also already available in Holodance in the V0.9.0b10 release notes.

Here's quick look a little tool I'm building to improve iteration times, test various color schemes and different ways of "dealing" with those orbs (if you click it, you get to the full YouTube video):



Let us know what you think in the comments!

Full Release Notes
  • Beat the Rhythm: Small Fixes in BtR Octagonal Drops (now called OctaDrops) - sliders and spinners are no longer completely broken with this theme but they are still using the old style and logic; that will change soon (and be also available for the old orb-themes).
  • Fixed file paths: Originally, we kept everything next to the game folder - but this does not work on all platforms, so this was now changed to a more appropriate location. Existing game installations should not be effected (spoiler alert - they were and the change that made this happen went live with the previous release, ooops :-/ ).
  • Cleanup: Removed "resources" which are automatically included in the builds, even if not used or not even working on a given platform, quite aggressively. I had done some of this before - but unfortunately, those changes got reverted in one of the updates.
  • Fixed file paths 2: Due to an earlier change, Configuration.json could land in Holodance_Data instead of the main game folder (the parent folder of Configuration.json). This no longer can happen - we now use the game folder again, and also do some cleanup in case players had run this version. If you made changes in Holodance_Data/Configuration.json and also had the file in the original location, Holodance will use the original file again and clean up the one in the wrong folder. If you only had the file in the wrong folder, Holodance will move it to the correct location and use it from there.
  • Beat the Rhythm "Octagonal Drops" / Octadrops: Major work on making appearing, disappearing and slicing those octagonal drops look awesome.
1 megjegyzés Tovább

június 18.

Holodance V0.9.0b11: Initial Game Progression and Accumulated Score

This is another fairly small release but it fixes one important issue and adds something fun:

It's kind of common to use 32-bit integers to store scores. In fact, it is so common that this is also how they are stored in the Steam leaderboards. The problem: We keep track of an accumulated score, each session can give you up to a few million, and (this is not a problem but awesome): We have some very active players. So, currently, three players "hit the ceiling" when it comes to the accumulated score: MechanicaL, koolaide95 and liqiyang.

This version changes how that score is stored internally, and also added a little hacky patch to at least display the correct score in-game, even when it's above 2,147,483,647 (maximum value a signed 32-bit integer can have).

While I was at it, I also added a first version of our "Game Progression" page:



The numbers in parenthesis are your rank in the leaderboards ... and yes ... we've had Style and Skill leaderboards for a little while but they are not shown in the game, yet.

You can view your progress at any time either via Pause or Game Settings:



... and ... I figured you'd usually want to see this right after playing a session, so I also included this pane in the after session stats, and re-arranged the layout a little:



So, while this is still kind of a small update, I hope you'll enjoy this new feature. Eventually, Game Progression will also let you access various leaderboards (which will also get a major visual polishing round), become more graphical and give you more convenient access to the different game mechanics.

Meanwhile, I'm also working on native Oculus and Windows VR (aka WMR) support, and multiplatform and making very nice progress there as well.

Full Release Notes
  • Accumulated Score: As we were using integers to keep track of the accumulated score (32-bit signed, to be precise), the maximum possible accumulated score was 2,147,483,647. We currently have three players (MechanicaL, koolaide95 and liqiyang) who hit that limit. Internally, this update moves tracking that score to a floating point value, which lets us go into numbers of any size - at the expense of some precision. The problem: Steam's leaderboards also use int. But with a little hack, we can display your actual score even there.
  • Game Progression: At any time via the settings, and also after each song, you can now check some progression stats: Your accumulated total score, how many notes you have caught (orbs, sliders, spinners), how many sessions you played (playing the same song multiple times counts multiple times), how many full combos or perfect sessions you have had, how often you started the game, and your current skill and style level, as well as the last skill / style level. Accumulated score, and skill and style level also have your current rank in the leaderboards.
0 megjegyzés Tovább
Összes téma megnézése

Jelents hibákat és adj visszajelzést erről a játékról az üzenőfalon.

Értékelések

“At one point, you will effectively dance with dragons, and even get a high-five if you’re good enough.”
4/5 – The VR Base

“With plenty of music variety, your workout is only limited by your music choice. For those who like to dance or like the challenge of sliding and spinning notes this game can become addicting quickly.”
8.5/10 – VR Fitness Insider

“You can play all osu beatmaps, which gives you a huge library of music to choose from. This music VR game has beats perfectly synced to your actions, which makes it really fun. So, definitely a recommendation to buy!”
4/5 – Cas & Chary

A játékról

Holodance was the first VR rhythm game shown to the public, mid 2015. Since then, it has evolved from "Dancing with Dragons" with only a few songs specifically produced for the game in its environmentalism themed Story Mode (WIP, see Early Access), to also letting you play your local music library as well as any of the 60,000 ranked maps for osu! for more than 12,000 songs in Holodance Free Mode:



Play in almost 20 diverse environments, ranging from a tropical beach or underwater environment with dolphins and whales, to trippy abstract tunnels or asteroid fields:



Whether you follow our friendly dragons down the rabbit hole of a potential dystopic future, and get to fistbump Pritvitej along the way (WIP, Early Access), or prefer challenging yourself with high-intensity beatmaps in a Zero Distraction environment and get a nice workout while you're at it - Holodance has you covered. The game even lets you catch those orbs with your head - and if you already have Vive trackers, you can catch them with your feet, too, Kung Fu style:



What is Holodance? Holo obviously was inspired by Holodeck, so imagine "dancing in the Holodeck". Of course, "dancing" just means tuning into the rhythm and freely moving with the music. There are orbs arriving perfectly in sync with the music that you need to catch, and curves you need to follow. But no, we're not gonna tell you how to move because we consider dancing really a free expressive movement of rhythm and joy.

Credits

While there are currently only four people working on the game full-time, it is actually an international collaboration with talents from across the globe. For the full credits, check out our Press Kit.

Mixed Reality, Vive Trackers, Streamer Mode

Holodance has full support for Mixed Reality, using the regular SteamVR quadrant view, MixCast (which requires a subscription but has the nice benefit of doing compositing in-game), and also native LIV integration.

Vive Trackers are not required to play Holodance but if you have two and attach them to your feet, you can catch orbs with your feet. Up to 7 Vive Trackers (3 recommended) are support by the Holodance Avatar system which lets you breathe life into various forms, from Animé characters to sci-fi soldiers. The Avatar system ties into Streamer Mode, which is designed to let spectators watch players from various 3rd person perspectives that can even be switched automatically by the game, perfectly on the beat.

For Arcades and Parties / Demos

We have built-in several features into Holodance to make it work well in demo / party / arcade scenarios. If you enjoy doing demos, or run an arcade, make sure to talk to us.

Rendszerkövetelmények

    Minimum:
    • Op. rendszer: 7
    • Processzor: i5
    • Memória: 4 GB RAM
    • Grafika: GTX GeForce 970
    • DirectX: Verzió: 11
    • Hálózat: Széles sávú internetkapcsolat
    • Tárhely: 8 GB szabad hely
    Ajánlott:
    • Op. rendszer: 10
    • Processzor: i5
    • Memória: 8 GB RAM
    • Grafika: GTX GeForce 980 Ti
    • DirectX: Verzió: 11
    • Hálózat: Széles sávú internetkapcsolat
    • Tárhely: 8 GB szabad hely

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