‘Project Ghost’ Lets You Bend Time Whilst Dual Wielding Lightsabers

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A new early prototype game for the HTC Vive is aiming to bring your time-shifting, lightsaber wielding dreams to life with Project Ghost, a new game, early in production, which mashes together so many individually cool ideas, some of them have to work!

Project Ghost is a “passion project” for the developer Gaspar Ferreiro, also the founder of Project Ghost Studios. Ostensibly an action title, and still at a very early stage in development, Project Ghost brings together so many great ideas with such enthusiasm, its easy to look beyond some of the work-in-progress aesthetics at a game that could be so much fun (see the embedded video at the top of this article to take a look yourself).

Project-ghost (15)

The draw for this title probably won’t be in the nuances found in its storytelling or character building, it’s in some of the ideas for creating compelling action set pieces.

The combat is built around your core weaponry, a pair of double-ended lightsabers (sorry ‘Ghost Blades’) which, somewhat expectedly, slice and dice enemy targets effectively and satisfyingly. However, bring those sabers together, and they become a laser-powered bow, unleashing archery-style projectiles at distant enemies. This looks to work really well, and is a great example of motion controls bringing multiple, accessible and naturalistic modalities to player input. And, above all that, it just looks plain cool.

On top of the core combat mechanics, Project Ghost also endows you with the capabilities to shape time and integrates that with the game’s locomotion system. Project Ghost allows you to select your chosen direction and position in the game world by pointing at and selecting pre-positioned globes, with you warping to that location on doing so. The twist here is that you can also slow time down before switching locations, giving rise to some interesting and potentially epic Matrix-fused-with-The-Flash moments.

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Right now, it’s all fairly prototypical (the project is only 4 months old), with the first flush of proper animation via motion capture just added in this latest demonstration and yes things look a little shonky right now as a result, but the ideas are there and you can hear the enthusiasm in Gaspar’s voice as he presents his team’s work.

Whether there are one or two many ideas here (the inclusion of puzzle elements seems a little at odds with the general tone) is open to question, but the ideas are certainly there an I for one can’t wait to see where the team go with it.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.
  • diamondxp

    Hello Everyone, We are excited about our game, Project Ghost. It has come a long way since its inception. Thanks to Road to VR for featuring our Game on the website.

    • PianoMan

      Looks great. Can’t wait :)

      • diamondxp

        Thanks Stu!

    • DiGiCT Ltd

      Looks promising, keep on going, i know its a long way to go.
      May i ask how you got your game on here ? As i might also be interested in posting our game also on RoadtoVR.

      For a prototype it looks great already, great job!

      • Gaspar Ferreiro

        I used social media, reddit, youtube.. and i reached out presenting my content.

    • VR Cat

      Hi, do you have a normal locomotion mode as well as the warping mechanic?

      • Gaspar Ferreiro

        We did have several locomotion methods, including normal, and one where you drifted freely by pressing buttons.. but they would become somewhat frustrating at several areas of the intricate map. This was the best compromise between fun and freedom. Keep in mind that it is not a teleportation, but a fast dash in the direction.. so if an enemy hits you in between, you get hurt, and potentially stopped. Also, while doing the ghost walk (slow movement) you can interrupt it at any time, ending in between your two travel nodes, and switching to another one on teh spot.. so as to provide endless paths between nodes… quasi freedom of movement :)
        Also, we have a virtuix in our lab.. so we are also working on virtuix integration :)

        • VR Cat

          Excellent, the game looks awesome so I’m glad I should hopefully be able to play it on the Omni. Looks like I’m going to become a badass cyber ninja!

          • Gaspar Ferreiro

            yeah, that is what i am aiming for.. a game that when you play it you feel like… woah, i am super cool :)

  • Gaspar Ferreiro

    Just wanted to share an updated video play through that shows the updated textures, sound effects, and game play features.
    https://www.youtube.com/watch?v=fi2k-PyKgIg

  • Sam Illingworth

    Dual double-bladed lightsabers? You really will be a ghost the moment you try to use those!

    • Gaspar Ferreiro

      that is part of the challenge. We like to call them ghost blades, because the otehr name might have legal implication for our game… not to mention that our looks somewhat different on purpose :)

      • Sam Illingworth

        Haha, yes, I noticed you not calling them lightsabers! Come to think of it – lightsabers must be close to being a genericized trademark by now!

        Are you going to make it detect when you’re stabbing yourself then? In the video it looked like you would be stabbing yourself in the legs sometimes.

        Game looks great, by the way! I haven’t seen a video of the archery style bit, are there any yet?

        • Gaspar Ferreiro

          the video on top of this article, as you go along shows the archery… just advance to the 8:10 minute mark. About hitting yourself… it might make it frustrating for some players.. maybe if I do one on one sparring :)

          • Sam Illingworth

            Oooooh, I forgot I had paused it at the bit with the lasers and forgot to resume! Coooool!

            Like VR Cat says, you could have an NPC explain that the not-lightsabers have sensors in to stop them cutting you. Maybe you could even include an animation and/or a sound to demonstrate it? That would totally stop it bothering me, I think.

      • VR Cat

        Maybe the ghost blades have an auto-shutoff feature whenever they’re aimed at your own body?
        Edit: Also, Lucasarts did not invent the lightsaber. They were invented a long time ago, in a galaxy far far away…

        • Gaspar Ferreiro

          LOL about the light saber origins. now, I totally like the way you think about the ghost blades turning off… that,s actually built into the game mechanics, but for a different purpose. In the game engine, i can have some objects tagged as “blade blockers”.. say for example, and enemy combatants blade. if your blade and his collides, both blades would disintegrate, and regenerate after a few second.. that is the actual reason to have 4 blades (2 on each hand). so a duel fight with an enemy become a blade management system where you use some blades to block and others to attack… block too much to quick, and now you are defenseless (and offense-less). That way, battles will not be just your typical slash and done thing. it also solves the problem of 2 weapons colliding in vr and passing through each other.. if the blade disintegrates, visually the pass through make sense and there is no immersion breakdown.

          • Sam Illingworth

            Oh, didn’t see this before my other reply.

            That is an excellent idea! The immersion breaking from weapons passing through each other would obviously be one of the main problems, sounds like you have a great solution! If you had to avoid striking your own body for the same reason that could be super cool, but could maybe be a bit too hard? Maybe striking your own body would have a much shorter cutoff?

        • Sam Illingworth

          I was about to suggest something similar! If it’s not explained then it would irk me, but it only needs a brief explanation about how sensors in them cut off before they’d cut your leg off :)