Dungeon Dive Interview – How TxK Game Studios Recreated DnD 5e for VR
Dungeon Full Dive 在虚拟桌面中重现了 Dungeons & Dragons 5e。今年抢先体验版 Steam,我们通过免提预览仔细观察,采访 TxK Game Studios for more information.
In recent years, VR has had some great forays into tabletop gaming. From early desktop simulators to RPG games like Demeo, Dungeon Full Dive (DFD) hopes tomarketoccupy different niche markets. Described as a "platform" rather than a game, DFD hopes to recreate Dungeons and Dragons 5E directly on a virtual desktop for up to eight players. Use peer-to-peer multiplayer, it supports tablet games
as a support person crowdfunding campaign Two years ago, I was curious to learn more after the recent announcement. In a recent video interview with CEO and co-founder Khang Parm and co-founder Tom Bockhorn, I asked how 2021 development started .
"In Germany we also had a COVID-19 lockdown so it was illegal to meet people. This ended all our tabletop meetings, we're big fans of the tabletop. I'm playing his campaign, he attends mine campaign," Pam told me, referring to Bockhorn. "We wanted to keep playing, and that's where we were in the market for a virtual desktop solution."
Unfortunately, none of the available options fill the void the duo is looking for. "For Roll 20, I like to call it a PowerPoint multiplayer game. I played a session but then stopped because it wasn't as immersive as I wanted," he told me, having previously tried Roll 20 , I couldn't help laughing. Attempting to recreate DnD with a modified version of the Tabletob emulator also proved futile.
Summarizing the basic idea of the platform as "If the DM (dungeon master) could press a button, everything would become a reality," and the two began planning.
We developed an idea to create a platform where people could create their own 3D worlds and their own tabletop adventures, create their own miniatures, and things that had never been done before. After placing the miniatures on the board, you can switch to the perspective of the miniatures. This turns dungeon-filled diving into more of a live-action RPG than a tabletop.
This eventually led to Kickstarter. With a goal of around $10,700 (€10,000), Dungeon Full Dive reached $250,000 (€234,000) to reach 23,00% of funding, making it the most funded VR game ever on Kickstarter. Parm told me the team has grown to 14 people, and two years later, they are now preparing for an early access release.
As someone who plays a Dungeons & Dragons 5e game once a week, my next question is how tricky it is to adapt such a massive game to a virtual desktop. Specifically, I wonder what kind of freedom this affords the DM. At this point, Bockhorn loaded up a preview version for a short hands-off demo, as Parm explained, DFD using DFD using Open Game License.
While D&D 5e is the focus of early access, I'm told TxK Gaming Studios is looking to implement additional rulesets at a later date. "We've built the architecture in a way that we can make other rule systems as well, or allow people to modify their rule systems," Parm told me.
I couldn't see all the different races available, but I took a closer look at character customization, such as clothing options, colors, and how the character sheet automatically calculates your stats. Character models can also lip-sync with your voice for greater immersion. Shortly after, we got to the village map, which has houses to explore, although Pam confirmed that there are "lots of handcrafted developer maps" that you can just search for.
After entering the game, there are two options. You get a bird's-eye view of a more classic desktop experience, moving people and items directly on the map. Or you can do first-person mode and directly watch events unfold around you, grabbing items directly with the magnetic grip. After a brief playable lute, Parm explains how the dungeon full dive offers considerable interactivity.
You have your interactions, you can pick up things. We tried to make it not only visually present, but actually interactive. If you see a beer mug, then you can actually drink from it. If you see a bowl, you can shoot it. It's not hooked up to the combat system yet, but you can do a lot of RPG with it.
Simplicity is clearly the goal of DFD, and that includes rolling the dice. Select from the quick menu and you can make five rolls at once for D2, D4, D6, D8. D10, D12 and D20. Just point to the option with your controller or mouse, throw them, and the results will appear in the text box so you don't need to look too closely at the results. It all seems easy enough, and the initiative tracker automatically shows who's got its turn in a fight.
I'm also interested in the storytelling tools available to the DM, such as direct control of monsters in set scenes. As for the atmosphere, Parm explained that you can change the time of day, taking the map from broad daylight to late night with a quick press of a button. The sound will automatically adjust to match this, and they plan to make a soundboard as well. Asked if DFD supports weather effects like rainfall, I was told this feature is planned.
With regards to the campaign, Parm doesn't expect the pre-built campaign to be ready for an early access release, possibly with a full release in time. However, he explained that you can sell custom campaigns to other people through the in-game marketplace, similar to buying D&D campaign books. Speaking of modding, the duo confirmed that Steam won't be adding workshop support due to plans Quest Released, but mod support is a "later thing".
Even with the early releases, I can see that there's a lot going on here, and plans for the future, with Parm astutely emphasizing that this is a platform rather than a game. "We really want to build a platform where you can go and play all the tapes of the games you want," he said, confirming that "there's a lot on the roadmap." I asked about the possibility of PSVR 2 support, and he explained that it was too early to decide. "It's something we can think about post-launch.
Dungeon Full Dive is coming to Steam this year via PC VR, and you can play it via Official website.As for Quest 2 support, the website FAQ states that "native Quest support is the first thing on our planned feature agenda" after the full release.