New version with minor fixes.
New trailer video -
A downloadable game for Windows
This is an early access demo forVirtual Reality systems being released for testing and feedback. A Vive, Rift with touch or WMR VR system is required to play.
IMPORTANT - Please watch the tutorial before trying to play - there are ESSENTIAL instructions that you need to know before playing.
The purpose of this demo is to showcase and get feedback on the flying controls and basic features. Warning, if you are prone to VR sickness this will likely cause it.
Use your arms like wings and soar through the skies as a dragon, unleashing fiery breath attacks. Pick up objects and creatures in your talons to carry them away, or drop them from a height.
Control Instructions are available at the YouTube link to the right
A facebook page with more videos and development notes is at
Vive Controls (Oculus Touch controls similarly mapped):
Right controller Application button (above the trackpad or one of the Touch buttons) to pause and unpause.
Stand centered in your playspace facing forwards (green arrow at your feet and above you will show which way is forwards. Use your controller position and rotation to control your flight. One controller higher than the other makes you turn. Rotating your wings down moves you down and speeds you up, going up slows you. Flap your arms to gain height.
Left trigger for flame breath, right trigger for a ranged fire bolt and left grip while not carrying something for a bigger fire bomb. Holding down right grip will pick up something you fly over - the green see through oval below you shows your grabbing area. If you try to pick up something that cannot be picked up (like a building) you will claw it for damage instead. Left grip while carrying something edible will eat it and regain some health.
New in Version 0.05:
Enemy dragon has been added.
Health indicator added by making your vision bloody while injured. Fire breath available indicator added near players chest. Fire attacks are no longer unlimited.
Catapults and archers will only attack if they have line of sight on the player.
Download and unzip the rar into a new empty folder and run the executable to play.
Works with Vive, Rift and Windows MR. Requires Steam VR.
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New version with minor fixes.
New trailer video -
New version available! Control and gameplay instructions added to in game menu and additional upgrade options have been added/activated.
Fire attacks are no longer unlimited, and health and fire reserves indicators added.
Demo version updated to V0.04f fixing a couple bugs that did not happen in the editor but only in the build including the enemy dragon frequently vanishing after unpausing.
New demo version available V0.04 includes an enemy dragon to fight! He will attack if you get too close or breathe a firebolt that passes close enough to him.
Flight turn speed has also been increased for more maneuverability. Turn speed will be soon added to the upgrade menu.
New demo version available adding in moving around on the ground, a visible dragon head and body while on the ground and you can move the head into enemies to bite and eat them.
The new demo is nearly ready - it essentially is ready however I want to do more testing and maybe tweak a few last things to clear out the current 'to do' list.
There will be a new demo available for download soon!
After a long hiatus I can now concentrate on adding more to this game. The new demo will still be a sand box style, however there will be many graphical upgrades and some functional upgrades.
This is incredible! I used the left menu button mode where it tilts your view--I have to say: I usually experience nausea in flight games, but I actually experienced it the least here! Good work! I think the effective resolution increase (by shaking the camera a lot) has something to do with this. Only very mild nausea that's going away as I take a short break.
Glad you had fun with it! In another month the game I am currently working on should be launched and I can get back to this one and turn it into a real game with levels and progression.
Says not available on Windows?
Oh, whoops! It will run fine on windows, I will fix that. Thanks for the heads up.
Quick minor update today, reduced peasant movement speed a bit to make it more reasonable and stopped them from immediately wandering to another location in the village the instant they put out a fire.
There are now two villages, one over the hill in front of the starting spot, and one to the left of starting spot. There is also a hoard of gold coins right near the starting location - find the chests in the villages and drop them onto the hoard to increase its size.
New button - left grip while holding an edible object will eat it increasing healing the player.
Archer's have been added. Their arrows are not as dangerous as the catapults but can still bring a dragon down.
Peasants have been added, they will wander through the villages and put out any fires that the player starts.
Peasant path finding and firefighting has been implemented! At least a basic version that will be fleshed out. Archer enemies have been added as well. A large new release will be available in hopefully the next 2 weeks.
any suggestions on new features to add? I am working on damage models for most things and proper debris, red flashes when hit, enemy archers and peasants who can use a water source to fill buckets to put out fires.
Not sure on what else to add before mission design.
New update uploaded!
New features added:
Enemy catapults that can kill the player in 2 hits.
Burnable objects now require various amounts of fire to be applied before they catch, this meter will lower over time if the object takes some fire but not enough to catch.
Certain objects (mostly trees, buildings, catapults) that cannot be picked up are instead now damaged by claws.
Destroyed/killed objects vanish, this will be replaced in the future with instead changing textures or similar.
When killed the player respawns.
Fixed a bug with pausing.
Main change was addition of an Interactable class for essentially all non-player objects allowing faster and easier addition of new features. This also has support for addition of damaged and burnt textures for objects for future implementation.
this game is awesome, but is multiplayer on your roadmap for the future? PVP dragon duels would be amazing, especially in VR
Unfortunately multiplayer is unlikely on the roadmap, but its not completely off the list.
Multiplayer is REALLY hard to implement - There is a lot of fiddly bits to get working just to have client connections (vs the host where it just works like singleplayer) to be able to affect anything. My tests so far with just picking up rocks don't work with multiplayer. I am going to focus on adding more game play elements ( just got enemy catapults mostly working) but if I stumble across the multiplayer solution it may make its way in.
Any comments or questions feel free to leave them here and I will answer as soon as I can