1. For Holodance V0.9, we're also adding a gun mechanic - here's some early gameplay footage, with two different environments and two different orb themes. I started with "single gun" (select which hand you want to use by pulling the trigger once). Then I move on to dual guns.

    Holodance is a Virtual Reality rhythm game for HTC Vive, Oculus Rift + Touch and Windows VR (MR) available on Steam (Early Access): store.steampowered.com/app/422860/

    For more details on how themes and settings work in Holodance, check out this video: vimeo.com/256785756/

    # vimeo.com/257286057 Uploaded 41 Plays 0 Comments
  2. Imagine you could control time with your hands in a rhythm game. Well, now you can: store.steampowered.com/app/422860/Holodance/

    Song: Au5 & Fractal 'Blue'
    soundcloud.com/monstercat/au5-fractal-blue

    osu! Beatmap: Au5 & Fractal 'Blue' [Euphoria] Difficulty: 6.53
    osu.ppy.sh/beatmapsets/305381#osu/683971

    This was inspired by /u/joeyslucky22 on Reddit who asked for "some kind of Superhot/Sairento style rhythm game" ... yesterday. I hadn't played Superhot before but know they had this "your movement controls time" thing - in an FPS. Obviously, in a rhythm game, this is quite a different kind of mechanic.

    The way this works in Holodance: We've been tracking the movement velocity of your controllers all along - something we already use for adding a bonus based on how strongly you punch the orbs. Yesterday, we combined this with another feature we already had: Bullet Time in Psychedelic Mode where time slows down for when you catch combo multiplier or long combo orbs.

    When you groove naturally with the music while catching orbs, time passes normally - but when you slow down, time slows down and the pitch of the song also goes down. If you hold your hands still, time almost completely stops.

    It also works the other way: When you wildly swing your arms, it's like fast-forward.

    This mechanic works especially with with our laserblades because while we do track rotational velocity as well, it does not influence time - so you can do some really tricky advanced moves while playing with rhythm and time.

    # vimeo.com/255039858 Uploaded 10 Plays 0 Comments
  3. TL;DR: You can now practice rhythmically defending yourself against laser attacks with dual wielding laserblades in Holodance (store.steampowered.com/app/422860/Holodance/) when you opt-in to the "lazers" branch on Steam. There are a few settings you should make in the game, shown towards the end of the video (use 0.25x in case this is too fast - we can't always use bullet time, works on YouTube: gaming.youtube.com/watch?v=VXP3HQolwJI).

    Back in October 2016, and again in January 2017, I mentioned an upcoming "sword-mechanic" for Holodance. The idea is to have a progression in mechanics to give players more variety to play with. We already have environments players can unlock with a grinding progression (your accumulated score) - but I realized a while back that a gameplay mechanic needs to be skill-based. The full deal is sword & shield, dual wield and eventually, laser-guns. And instead of making this a linear progression, we'll have a kind of "skill-tree", so players can decide in which order the additional mechanics are added.

    In fact, I had even played with a sword-mechanic much earlier in 2015, while still working with Razer Hydra (primarily as a workaround for the tiny tracking area), and a sword-based mechanic was also suggested to me on Reddit in 2015. It really clicked, however, when I saw Lightblade VR, a really nice little "practice game".

    One really tricky thing in game development is prioritizing which item to implement when. Usually, there's a kind of natural order to it, inherent to the development process: First, polish the core mechanics. Then, add skill-tracking. Then add new gameplay mechanics. It so happens that we are just finishing skill-tracking and procedural beatmapping ... and then came Beat Saber. Awesome polished game, amazing video. Kudos to the developers, they are doing a great job with this and I'll definitely spend some time playing their game because I think it will be a lot of fun.

    But as I had seen with Audioshield, even when you show a mechanic much earlier than another game is even announced (possibly before development of that game even started) and even get a little bit of press coverage, most people will think that the game they first heard of or saw was the game that "invented" some mechanic. Not necessarily the game that actually did or was the first actual playable game (the very first time the "catch/punch orbs in the rhythm" mechanic was implemented, as far as I can tell, was in a tiny prototype called "E-Motion" at Shayla VR Game Jam mid 2015 - I did take inspiration from that).

    Just mentioning something on a forum is kind of nice for the record ... but ... only very few will notice, let alone remember. Exposure really shapes public perception.

    The mechanic we have in Holodance is quite different from Beat Saber. It's the defensive art: Lasers shooting at you that you need to protect yourself against. We will have slicing, too, but that's for Spinners, which are kind of rare and when they come towards you, they usually stay for a little while. And those things are big. And you'll get a chance to slice through it several times (in fact, the more slices, the higher the score). Sliders and spinners are not done, yet - but as mentioned above, you can already play what you see in the video, today, simply by opting into the right branch and using the right theme(s).

    Complete sessions:

    Holodance Laser Defense Gameplay: antiPlur 'Speed of Link'
    vimeo.com/252627002

    Holodance Laser Defense Gameplay: Cerulean Veyron ‘Transcendence’
    vimeo.com/252623257

    # vimeo.com/252631896 Uploaded 35 Plays 0 Comments
  4. This is a raw video as it comes right out of the game, without any post-editing (except to combine footage from three different environments). You can activate this in Holodance by entering Settings / Style / Psychedelic. All effects can be individually switched on/off, and the maximum saturation and strobe intensity can be controlled via Sliders.

    Holodance is a Virtual Reality rhythm game for Oculus Rift + Touch and HTC Vive available on Steam (Early Access): store.steampowered.com/app/422860/

    Beatmap played was: onoken 'P8107' [KA071], difficulty 7.10 - osu.ppy.sh/b/457061

    # vimeo.com/248818971 Uploaded 23 Plays 0 Comments
  5. This is a raw video as it comes right out of the game, without any post-editing (except to combine footage from three different environments). You can activate this in Holodance by entering Settings / Style / Psychedelic. All effects can be individually switched on/off, and the maximum saturation and strobe intensity can be controlled via Sliders.

    Holodance is a Virtual Reality rhythm game for Oculus Rift + Touch and HTC Vive available on Steam (Early Access): store.steampowered.com/app/422860/

    Beatmap played was: Juno Reactor 'Guardian Angel (XAVIER's edit)' [kino's Insane]: osu.ppy.sh/b/10008

    # vimeo.com/248794080 Uploaded 2,024 Plays 0 Comments

Holodance

narayana games PRO

All videos related to Holodance - a spatial, rhythmic, audio-visual experience of pure ecstatic joy!

Holodance was released into Early Access on Steam April 5th, 2016: store.steampowered.com/app/422860/

Discuss Holodance its Steam Community…


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All videos related to Holodance - a spatial, rhythmic, audio-visual experience of pure ecstatic joy!

Holodance was released into Early Access on Steam April 5th, 2016: store.steampowered.com/app/422860/

Discuss Holodance its Steam Community Hub: steamcommunity.com/app/422860

Holodance Website: holodance-vr.com

Holodance on IndieDB: indiedb.com/games/holodance-vr

Follow us on Twitter: twitter.com/HolodanceVR
Join our group on Facebook: facebook.com/groups/holodance/
Like our page on Facebook: facebook.com/Holodance

This is a Virtual Reality music game currently in development by narayana games by a one-man-team (Jashan Chittesh) doing everything including producing the audio-tracks.

Holodance is designed as a room-scale VR experience, so eventually the target platform will be SteamVR / HTC Vive. Holodance will also automatically adapt to the actual available space, so if there's very little space, it can scale down to a standing experience.

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