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All of my 90s cyberpunk dreams come to life in a virtual reality masterpiece called Technolust. The Kickstarter is live, and the developer, Blair Renaud explains his inspiration and goals for the game in this episode of the Rev VR Podcast.

technolust-oculus-rift-virtual-reality-kickstarter-demo-download-2There have been several times in my life when I have said, “I would totally pay to see that happen.” Usually, this is in reference to some ridiculous scenario that has no possibility of becoming a reality.  This time, it is different.

Technolust brings together every hacker trope I can think of. Playing the demo gives me the ability to become that stereotypical hacker protagonist that I have been cheering for since I was a young boy.

Screenshot02Blair and I have a great discussion about how to define this new genre of VR games. “Experiential Games” is the term we coined to describe this narrative, first person, exploratory gaming experience. I think the gaming community is ready for a new genre that isn’t just a series of cookie cutter remakes and tired overused plotlines.

The Kickstarter campaign for Technolust is looking for $30K and has already listed several reasonable stretch goals. You can also vote for Technolust on Steam Greenlight.

It’s still early, but I am looking forward to seeing this project backed, and the VR community enjoying this amazing game with me.

Go to the Technolust Kickstarter page and back it now!

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Direct download of episode 58: MP3 Download

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  • Anticleric

    Had a great time. Thanks for the chat :)

  • Alkapwn

    Another great podcast! Can’t wait for this game!

    Some thoughts on the Rift DK2 positional tracking leaning through walls issue. If you make a buffer zone around the player that would limit how close they can get to objects. Have gameplay setting for seated or standing. Then these buffers would adapt in size depending on gameplay setting and in-game avatar stance, standing, sitting or crouching accounting for how much movement the user can have in real life.

    For seated gameplay:
    While playing at a desk you’re kind of limited in the amount you can lean forward due to real world physical objects getting in the way. You can really only lean forward about 45°, which only moves your head forward a set amount. If you factor that set amount into how close the in-game character can get to a wall, they won’t be able to clip through. For an in-game object that’s table height, avatar would be able to be right against the object. And for looking under desks, user would most likely crouch the avatar and then look upwards.

    For standing gameplay:
    For a wall height object, the buffer zone may have to be a bit larger to accommodate for bending over at the torso. For table height it would be similar to seated except the user would be able to crouch completely and look under the table with or without the crouch button.

    I’m not sure if any of that makes sense anymore. Started writing it while listening to the podcast and then finished it up hours later.

  • Mark Granger

    Suggestion for Kickstarter games like this: Have high tier donations for companies for product placement in the game (subject to approval to avoid inappropriate content). This would be really smart and inexpensive advertising for companies and could get many low goal Kickstarter projects launched.