Pyramid VR cover
Pyramid VR screenshot
Genre: Adventure, Indie

Pyramid VR

Been a long week!

We have figured out the last of the logic for level 3 and are applying it now.
We modified a room to make it smaller (non-VR version room had purpose that big, in VR it was just a pain to navigate).

Added more high lighting effects in the other levels, and another color.
(High light only works after you pick up the torch for now)

Green = inventory item, placve it in your chest
Blue = Scene item (can look at and examine)
Purple = item interacts with another item or scene object

Hope you are enjoying this game so far. We are really trying ot get level 3 and the maze completed so you can have a full long exploration of an ancient tomb!

New Update Posted!

This update addresses the UI still.
We now made it so items will now highlight when in the light of the torch!
Blue are just scene items you can read or use trigger to examine.
Yellow(green) highlighted items can be put into your inventory and are either treasure or needed to solve a puzzle.
Also be sure to place the torch close to things to get the UI to react and pop up!
Just like a real explorer! Can't read things without the light being close!
You will notice many of the UI boxes are now smaller, this is also intentional, we want you to explore and get up close to everything to 'see' it!

Remember to reach out and pull the trigger on just about everything to see if there are more hints or item descriptions!

Level 3 is progressing nicely, we got 99% of the logic worked out and it is looking good. We will post an open beta very soon with everything but the UI working correctly.

Slight Delay...

We got it working well, went to do a build to post it and...error!
Seems we have an assetdatabase issue. Not a major issue but need Alverik to fix it (just a problem with something only available in the editor being called into player but is not allowed since it is an editor only function and I am not able to fix it).
So hopefully tomorrow morning I will post the update!
We are also almost eready to post level 3 as public beta (1 more piece of logic to fix). It will be totally playable level with all new things to see! However the UI will not be completed so somehtings will have a description some will not etc but the logic will all be functioning.

Issues resolved!

OK, we had a couple good nights this week and we now got the plant puzzle logic working, the ladders working, lowered all the rocks/pebbles in the level to the ground (that was fun!).
We have added highlighted items in levels 1 and 2 to make them easier to see.
So tomorrow night we are hoping to release a new update to the released version and a beta version of level 3 (not sure if that will be public beta or keep it for our private users), all but the UI should be working at that point.

After we get this beta level3 issued we will then move to the outdoor scene with the big bulls head and actually create a tutorial that the scene was intended for so no more needing to read a post or trial and error on how to play!

Exciting things are coming! Working on a demo play video as well.

Finally some good news! (For us anyway)

In level 3 there are a few ladders you need to use to get around, well when you interact with them (right trigger) it sends you to the bottom or top of the ladder.
Well our issue was it would send us to the bottom then throw us out into the world across the map! (going up worked fine)
I finally resolved that issue after 2 weeks of struggling so we should be back on track again and hopefully can move forward and get this released into PublicBeta!
Just a couple more issues left to resolve though. The plant puzzle still needs fixed and tested and the pearl puzzle needs to be added. Then that ever present UI needs adjusted to work correctly.
We also have a new way of looking at items (not in release version yet), the torch light must hit the item for oyu to be able to 'see' it (the initial look at text box that pops up) so you pretend you are a real adventurer and hold that torch out to light your way!

How to Play!

Yes, we have mentioned the controls before but as a refresher or to those that are new this might help until we get the tutorial level sorted out.

(These are for the Vive. I will post Rift controls once I connect it and test everything out but should be similar)

To move:

Left control pad, slide finger around and you move in the direction you are facing

Right control pad click activates the laser line for teleport movement but you can only teleport to the brown line that exist on the ground (most rooms and hallways) We had to do this because some traps/puzzles can be bypassed by teleporting so this way you can move faster but are forced to walk in certain spots.

Left GRIP will pick up the torch

Right GRIP will pick up everything else.
If it goes in inventory, you just grip and it will 'stick' to your hand until you grip again which will drop it. If it is just examinable you must hold grip to keep it in your hand.

Right TRIGGER is used to INTERACT (use 1 item on another, pull levers) or INSPECT items (for more detail beyond just looking at it)

Left Menu button opens the CHEST (inventory)
Reach in and grip to drop items in. An icon will appear on the lid to show it is inside. Using the right hand pointer just point to the item and it will blink showing it is the selected item, reach into the chest and GRIP to pull it out.

Right Menu is the options.
(currently they are not working correctly and too small but we are working on it)

UI complete(mostly)!

OK so I typed all this before and apparently it did not get saved.
Thanks Steam!

So, we resized and adjusted the location of all the UI on all available levels.
(We hope we did anyway! There are a lot of text boxes in adventure games it seems!)

So anyway, it took longer than we would have wanted but that is out of the way.

We also now have an options menu, that is way too small for you to use, or almost even read but we are aware and resizing it will not take too long so should be done next week I hope. Also it seems the audio sliders are backwards. You point at it, hold trigger and move your hand RIGHT and it moves the slider left...fun! We will fix that too.

So what we are now working on:

1) All working menu options including a save.load system
2) Level 3 functionality and UI
3) Maze functionality and UI
4) A Mummy! to steal all your treasure and place it deep in the maze.
5) Correct all the UI text dialogue to be more accurate or at least fit the surroundings.
6) Make the tutorial level actually a tutorial!

Anyway, thanks for playing!

Level 3 is large!

Options are coming!

I believe we have most of the bugs in the options menu worked out.
Now to make it look 'pretty' and fit in the style of an old adventure game!
Keep in mind, this is our image of what a text based adventure game would have looked like all those years ago.

Real Life !!

Yes, the real life of these 2 Indie Devs is interfering with our progress.
For me it is the day job, seeems to have picked up a bit preventing me from finishing the UI.
Have no fear, it is still progressing, just much slower than we anticipated but not much longer before we publicbeta the new level. I just need to get in there and test the interactions but otherwise it is ready to go.