Version 0.3.2 is quite nice, I like being able to move with the joystick + the jog BUT I have a big problem sometimes when I start running on the spot the game freezes and it crashes ... solutions?
Thank you for reporting the issue. Other people mentioned crashes already but without any details. Do you know if this happens while pressing the stick and at the same time trying to jog? I will experiment on my side and as soon as I can reproduce the issue on my side I will work on fixing it.
Thanks again for reporting and the description. I found the bug. I just uploaded 0.3.3 here on itch and also on sidequest. It fixes this issue. Let me know if you run into any other problem with this release.
It is playable on the Oculus Quest. You can install it via SideQuest: https://sidequestvr.com/#/app/431 (they have a tutorial on their site to explain how sideloading works). Or you need to download the .apk from here and sideload it manually via adb after you have setup developer mode for your oculus quest.
Thank you so much! This is invaluable feedback and SO helpful to see it in a video how you swing the tools and interact with the blocks.
One issue I already see is that in the current code you need to move the controller at least 30cm; (so you need to really pull back to hit). If I want to keep this I would need to explain this somehow in game. The reason for this mechanic was to avoid spamming fast hits to quickly destroy a block and rather require more real-world like swinging motions with a tool.
I will recheck all the hit locations on the tools; there seems to be some bugs there too.
Thanks again! I will tune this for the next update as much as I can.
also, if you want to, you can send me some ideas for 3D objects that you need made but don’t have time, I could make them in blender and send you the file.
Jump would be very interesting...especilaly if I manage to detect actually a small jump during jog in place :-) How would you like to use it; do you want to cross some gaps that are deeper than one block or do you have other things in mind?
The offer with the models is great. If you are willing to release your models under a "CC By" license we could test some things :-). I don't have yet the code to add models; but plan to work on it soon. Would you also be able to texture and make simple animations? I also would really like to add some first simple mob to the game just to see how it is in VR; not sure what this would be; a classic would be a cube slime...)
If you want you can reach me also via discord: NeoSpark314#4701
1. The tools don't actually have hit detection but rather the controller holding the tool is being detected. So, even if you swing the tool, if your controller is not in contact with the block, nothing happens.
2. The avatar seems to be about 2 blocks tall. So, if you mine only the top block of the side of a wall, you can move forward without mining the leg height blocks. You go over the leg height block into something like a crotch but then, when moving forward, lower body is clipping through the leg height blocks. All ends up weird with half of your body phasing through blocks.
3. The jogging only is triggered when, after the headset goes up above the starting height by 2 inches or so, the headset goes down to the starting height. Why not trigger motion going up and down both ways? and reduce the detection height to 1 inch. Side note, nothing for going below the starting height and up.
4. You need to at least instruct the players better on how to place blocks. fling the controller holding the block 3 ~4 times in the same location is not easy to understand at first. Personally, I don't get why there is a need to include mini-blocks floating in the air. Why not let them drop in place in unfinished mode? You can make a hammer to hit the blocks to finish them up.
Thank you so much for the continued feedback! This is invaluable and really motivating to continue working on the prototype :-)
1. I will check/test it again this afternoon; could easily be that I made some mistake with marking the interaciton points on the tools. One think to keep in mind though is that at the moment you still need to move the Controller ~30cm for a hit to trigger (not the interaction point at the tool); the idea was that you still need to move signficiantly to work on a block.
2. I can try to block the movement forward when there is a lower block in front of you. Would indeed make more sense. But it will probably take me some time to figure this out as I still would like to keep the "autojump" feature that you can run up blocks which make the logic to check what should happen a bit more complex because now I just run forward if there is no block in front of your head and move up when there is space above you.
3. I'll try to start the detection also on the "high" point; this is a good suggestion (in my experiments my gait was that I always went down when starting to jog in place; but that might easily be totally different for other people). One problem with the thresholds is that I need to make sure that the walking does not trigger easily when performing other motions (especially mining, looking around or leaning); also the latency should be as small as possible (which means I can't look to much into the past to make the decisions); if you are intereseted in the details you can have a look here: https://github.com/NeoSpark314/godot_oculus_quest_toolkit/blob/master/utilities/oqrec_recordings/run_in_place_analysis.ipynb this is a (slightly older version than in v0.3.1) of the step detection algorithm; there you also see that at least for my gait my running always started at a low point.
4. Yes; this needs to change. It was just the fastest solution that came to my mind when I wanted to release 0.3.0. The suggestion with the hammer is awesome! I will try to add this; how do you think "unfinished" should look? I could make it that you can finish it with a hand but later when you crafted a hammer it goes much faster. What do you think: should an unfinished block just stay there for ever? or should it disappear after some time?
Thanks again; btw. If you want you could also reach me via Discord: NeoSpark314#4701
1. I found out when the tools did nothing. I got very close until my controller were hitting the block and there was a reaction
2. It could be complicated I guess. You'll have to check both whether there is a block in front of your head and whether there is a block above that block. At this moment, "autojump" feature in this situation becomes "autojump" and "crouch" but not easy to visualize "crouch" in VR. There would be less issues if the avatar was one block tall but that creates more issues with other game mechanics
3. The only thing I have to add is that people barely move above their starting height playing VR in the vertical movement. I bet even if you get the detection down by half an inch, it would be fine.
4. Not really original idea on my part. Games like "medieval engineers" on PC did it before. If you want to be simple, make them a bit transparent? or just put in a block frame. It get the impression you want to be less arcadey than base Minecraft. "medieval engineers" was bit bit more like that. Slightly more realistic build simulator games.
Will check the discord ID. I'm a novice with that service at the moment.
With which tool was the problem you describe in 1. ?
I just did a brief test with pick axe; there it worked for me as intended: https://www.youtube.com/watch?v=6vBfgo3_J1A (in the video my controller is far from the actual voxel I'm digging with the tip of the pick)
I did not know about Medieval Engineers; this looks really cool (and inspiring) from the videos I have watched. Thanks for sharing this!
Do you already have the version 0.3.1 installed; this has a reset start position to work around a bug in 0.3.0. With 0.3.1 you can just update without uninstall (uninstall would loose your save file if you did not back it up before using for example SideQuest)
I think it is awesome so far and can’t wait to see what will become of this! I do have a few suggestions that I don’t think have been said or are *necessary* , but would be cool: a strap on your back that can be used to hold tools and a little pocket-thing hat goes in your waists for smaller tools like torches ( or whatever light source) and food.
keep up the great work, even if Minecraft does come out for the quest, I will still return to this often.
Thanks a lot for this nice feedback and the great suggestion. The strap on the back for tools would indeed be very cool; but I fear it would not work with the current limitations of hand tracking on the quest. But the putting something like a tool-belt at the waist would work. And would allow to carry the tools visibly and just grab them quickly when you need them... I think I will try to add this in one of the next updates.
Implementing lighting and lightsources though will take me some time. I currently plan to focus first more on adding a bit more recipes and some of the missing core mechanics.
Hi; thanks a lot for the videos! This is very very helpful.
The first one looks really fascinating; I have at the moment not the slightest idea how this can happen... I will try to investigate. Does this happen when you load into the game? Did I see this correctly that you could catch the flying pickaxe out of the air?!
The second problem is that actually when you save, the objects are removed from the crafting area and just stored as normal objects in space. (They rotate when you put them on the crafting area); so you can just put another object on the crafting area and the floating one will just be ignored; I will need to find a solution for the many floating objects anyway; too many of them might become a performance problem at some point.
First, new update. In the page, you get the wood axe wrong. *wait, may depend on point of view. Something to look into. (Opposite side view will change it.)
Woodaxe: [- W W]
[- S W]
[- S -]
Second, the locomotion. The fix doesn't really fix the issue with jogging. There is a bit difference but not much. Still have to be airless at some point to move. With that much movement, the quest it self bubbles up and down. Weirdly , it works well when I stand on my toes and then stand normally. up and down. This may not be good for my joints long term though.
Third, the inventory seem limited in amount you can carry with the tools made take up one slot and you can carry only 4 sticks a slot compared to the number of trees you can carry in one slot.
Fourth, how do you pull up menu in game. Not sure how to save and get up without manually shutting the game down.
Thank you for the detailed and constructive feedback!
1. Regarding the crafting: the orientation should not matter. Both versions should work ingame and result in the same output.
2. At some point I will try to include a tutorial. In theory you should be able to move with a really light and natural jogging motion without too much movement (check the video how I'm moving at the beginning). But I know that the gait can be very different for different people. I will try to do a user study at some point in the future and use this to improve the detection more.
3. For the inventory I am still searching for a good solution on how to do it both from an interaction as well as from a gameplay perspective. I plan to include at some point craftable upgrades that increase space so I did not want to make it too big in the first release. But you are right; a stack size of 4 sticks is way too small. For the tools: I want to create a toolbelt but did not get it finished in time for the first release... so I just put them into the inventory for now. Will change this in some future update for sure.
4. There is no ingame menu yet; the game will save when the Quest goes to sleep or you press the menubutton to exit the game.
The way you listed above woodaxe recipe didn't work but switching where I placed the wood to the other side did. The other ones work but they mirror each side of each other.
In terms of walking, I may not be lifting my feet high enough during normal jogging. I've been told I drag my feet a bit. I just should play it like a ballerina. Up and toes. Down on feet. repeat. It works far better and far less tiring.
Thank you for reporting the issue with the woodaxe recipe; I think I found the bug in my symmetry detection :-); will be fixed in the next update; then both should work.
Regarding the walking: this would work; but is probably a bit less immersive I think; will try it out myself. Basically I'm detecting the head up/down motion in a specific frequency.
Have you thought about detecting controllers swinging on the side? People act differently when trying to jog, I just noticed trying your great work with my daughters. While I immediately tried a lightly jumping up and down walk, my youngest one instinctively walked with her arms swinging on the side; especially for smaller people, this might give you better information on a walking movement. Plus, it might be more relaxing experience to some, if they can just walk instead of jogging.
Thank you for the feedback! Arm swinging could indeed be an option in the future. One of the main reasons I have not yet explored this is that this would not work with hand tracking (both the accuracy as well as the tracking volume are not yet good enough on the quest to reliably detect this kind of motion). But with controllers this could be reliably detected I think. The only trade-off that I see at the moment is that you will not be able to freely use tools (or weapons) while moving.
The argument with arm swinging would be more relaxing is also true. At the moment the main goal of the prototype though is to explore how the gameplay mechanics and design are influenced when achieving something in-game is real effort. For this goal the jog in place is more fitting but I still plan to explore different options once I have most of the basic mechanics implemented.
You need a PC to install it and have your Quest in developer mode; but it is also available on SideQuest: https://sidequestvr.com/#/app/431; they have a tutorial on how to install non oculus-store software on the quest.
You need a PC to install it and have your Quest in developer mode; but it is also available on SideQuest: https://sidequestvr.com/#/app/431; they have a tutorial on how to install non oculus-store software on the quest.
Thanks for the feedback. I will probably a bit more of the core mechanics but my plan is to actually start introducing new mechanics soon to explore physical interaction with a virtual world a bit more.
You need an Oculus Quest VR headset. If you have one and don't know yet how to install an .apk; it is also on SideQuest (https://sidequestvr.com/#/app/431). SideQuest has a tutorial on how to get external things running on Oculus Quest .
While I was playing I that that it would be cool if you add health and agriculture, it could be like the old minecraft where when you eat you gain health not hunger, but thouyght I might share
Hello, the game is quite nice but I noticed a few things to modify: I would like to be able to break the blocks with the end of the tool used and not my hand so, for example, break below me without having to tuck me in. ground in me by "climbing" and I would also like to be able to put the blocks in order to build and not just explore what can be a little more fun! I think that the stacks of the blocks deserve to be larger (not to have a maximum of 16 per stack but of 32 at least see 64). After that I think the rest will come over time! And if not when is the next update?
Sorry for the mistakes I use Google translation because I am French ...
You can mine blocks with the top of the tools; you just need to make sure that you move you hand enough; at least 30cm (so do still a big swing when holding a tool). Building blocks is possible by hitting an empty area while holding a block. (Have a look at the video linked above). Next update will mostly be bugfixes. Hopefully soon ;-)
Ok all you need is a bit of animals and joystick movement and maybe multiplayer down the line, sorry if I’m asking for to much. But this game has kept me entertained for hours and so far I rate this 9 out of 10. Also I like how muck you’ve been interested with the community already. Maybe you could add some agriculture.
Thanks for the nice feedback. Would love to see some screenshots what you did in the play time :-). Animals would indeed be a nice addition. Agriculture is also a great suggestion (and probably a bit easier to add as a basic mechanic compared to animals). Multiplayer on the other hand would be a huge undertaking and will need to wait until I have implemented a lot more basic mechanics.
Regarding joystick movement: I plan at the moment to not add it as the core idea of this prototype is to explore how physical interaction and actual effort in achieving things will shape the game-play mechanics and features I can add.
I wish I could show screenshots but while adding my 7th floor to my tower I fell through the earth, not expecting the glitch to be patched but it would be a nice touch.
Are you stuck in black or just back on the ground? I will include a reset start position option in the next update to work around this glitch and also will try to have it fixed by then.
Happened to me, you don't go through the world you just go through blocks,happened to me and I just moved and it fixed, try moving backwards or a direction and hopefully you will be back in the world
Some one on reddit said "...encountered a game-breaking bug, unfortunately. I tried to switch over to hand-tracking mode and when I loaded the game again for the change to take effect, it dropped me through the ground into a black void...and apparently saved that state, which means I spawn in that black void now every time! There is currently no reset button I can find..."
Thanks a lot for letting me know! A reset button is sth. I completely forgot for this release; will be added in the next small update. For now I think it would reset completely when you uninstall and reinstall (but this would loose any progress)
As profakia already wrote: it is developed for the Oculus Quest and only works on the Oculus Quest at the moment. It also requires full 6DoF tracking for the jog-in-place movement detection and also fully tracked controllers; so it will not work on 3DoF devices.
Place a single block of wood onto the crafting area. (But I know; there needs to be some tutorial/overview of what is implemented at the moment and how the recipes look). Will add something as soon as possible (at least in the game description)
Wow! Thank you for this detailed feedback and also the descriptions. This helps a lot.
The grab gesture is a fist. But the whole hand tracking is still quite shaky and you need to keep your hands always in the tracked area for it to work.
I like the suggestion with the indication for crafting (maybe I will turn the area green if a valid recipe is placed).
Regarding the movement speed. I will play around with maybe some form of acceleration (so the first 2-3 steps are slow and only then it will get faster; this could also help with larger distances without losing the physical nature of the gameplay).
A in game help-screen is a great suggestion. Thanks. And haptic feed will also be added as soon as possible.
For the problem of small spaces I need to see what I can do to improve this. One of the core mechanics in this prototype should be the physical movement needed to do things. So I can't make it too short distance or else it's loosing the purpose. Maybe some optional ingame markers for the guardian locations (showing the guardian always might be a bit immersion breaking i fear)?
Just tried the game but "Jog-In-Place to move forward" is too insensitive. first try, there was no movement. Both controllers and body movement. Nothing. I tried everything before noticing you really have to move a lot. Like sprint to get any movement. Basically a hippo dancing level. Since I'm out of shape. A few seconds just wore me out. Need to get that fixed. At least to the level of games such as Climby.
Thanks a lot for the feedback. This is definitely something I want to improve. The gait for different people can be very different. You need to make sure to raise your knees while jogging in place. But if you raise your knees and need to move more than I moved in the video I need to fix the detection.
I will play around with the thresholds; but it is always a compromise between detecting movements like leaning/ducking as unintentional steps which is a really bad feeling in VR. But there is definitely a lot of room for improvement; especially now that I get feedback :-)
hey, please can you upload all of the crafting recipies as a pdf? im also gonna upload my youtube comment. i just got this and i wish there was a tutorial on how to place blocks (took me 9 minutes to figure out how ;-;). Anouther idea is multiplayer but i dont expect that for atleast 5 updates. Health and animals would be great too but i dont expect that in the next update. Great work of making a minecraft clone for the quest!
So far there are only very few crafting recipes implemented. (wood, stick, wood/stone pick/axe/shovel/sword). I plan to expand on this in the next update and then will also document them. But I will add them also to the description on this page.
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Version 0.3.2 is quite nice, I like being able to move with the joystick + the jog BUT I have a big problem sometimes when I start running on the spot the game freezes and it crashes ... solutions?
Thank you for reporting the issue. Other people mentioned crashes already but without any details. Do you know if this happens while pressing the stick and at the same time trying to jog?
I will experiment on my side and as soon as I can reproduce the issue on my side I will work on fixing it.
Cheers, NeoSpark314
I had no problems with the standard mode
Thanks again for reporting and the description. I found the bug. I just uploaded 0.3.3 here on itch and also on sidequest. It fixes this issue. Let me know if you run into any other problem with this release.
is it playable on quest?
It is playable on the Oculus Quest. You can install it via SideQuest: https://sidequestvr.com/#/app/431 (they have a tutorial on their site to explain how sideloading works). Or you need to download the .apk from here and sideload it manually via adb after you have setup developer mode for your oculus quest.
Now I want virtual reality really bad.
;c good game tho
Thank you. Yes VR is really very fun; especially to explore some new gameplay concepts.
Voxel works quest / Tool detection Test #1 (Oculus Quest)
Types: Axe, Pickaxe, Shovel, Sword
Thank you so much! This is invaluable feedback and SO helpful to see it in a video how you swing the tools and interact with the blocks.
One issue I already see is that in the current code you need to move the controller at least 30cm; (so you need to really pull back to hit). If I want to keep this I would need to explain this somehow in game. The reason for this mechanic was to avoid spamming fast hits to quickly destroy a block and rather require more real-world like swinging motions with a tool.
I will recheck all the hit locations on the tools; there seems to be some bugs there too.
Thanks again! I will tune this for the next update as much as I can.
We also really need jump
also, if you want to, you can send me some ideas for 3D objects that you need made but don’t have time, I could make them in blender and send you the file.
Jump would be very interesting...especilaly if I manage to detect actually a small jump during jog in place :-) How would you like to use it; do you want to cross some gaps that are deeper than one block or do you have other things in mind?
The offer with the models is great. If you are willing to release your models under a "CC By" license we could test some things :-). I don't have yet the code to add models; but plan to work on it soon. Would you also be able to texture and make simple animations? I also would really like to add some first simple mob to the game just to see how it is in VR; not sure what this would be; a classic would be a cube slime...)
If you want you can reach me also via discord: NeoSpark314#4701
1. The tools don't actually have hit detection but rather the controller holding the tool is being detected. So, even if you swing the tool, if your controller is not in contact with the block, nothing happens.
2. The avatar seems to be about 2 blocks tall. So, if you mine only the top block of the side of a wall, you can move forward without mining the leg height blocks. You go over the leg height block into something like a crotch but then, when moving forward, lower body is clipping through the leg height blocks. All ends up weird with half of your body phasing through blocks.
3. The jogging only is triggered when, after the headset goes up above the starting height by 2 inches or so, the headset goes down to the starting height. Why not trigger motion going up and down both ways? and reduce the detection height to 1 inch. Side note, nothing for going below the starting height and up.
4. You need to at least instruct the players better on how to place blocks. fling the controller holding the block 3 ~4 times in the same location is not easy to understand at first. Personally, I don't get why there is a need to include mini-blocks floating in the air. Why not let them drop in place in unfinished mode? You can make a hammer to hit the blocks to finish them up.
Thank you so much for the continued feedback! This is invaluable and really motivating to continue working on the prototype :-)
1. I will check/test it again this afternoon; could easily be that I made some mistake with marking the interaciton points on the tools. One think to keep in mind though is that at the moment you still need to move the Controller ~30cm for a hit to trigger (not the interaction point at the tool); the idea was that you still need to move signficiantly to work on a block.
2. I can try to block the movement forward when there is a lower block in front of you. Would indeed make more sense. But it will probably take me some time to figure this out as I still would like to keep the "autojump" feature that you can run up blocks which make the logic to check what should happen a bit more complex because now I just run forward if there is no block in front of your head and move up when there is space above you.
3. I'll try to start the detection also on the "high" point; this is a good suggestion (in my experiments my gait was that I always went down when starting to jog in place; but that might easily be totally different for other people). One problem with the thresholds is that I need to make sure that the walking does not trigger easily when performing other motions (especially mining, looking around or leaning); also the latency should be as small as possible (which means I can't look to much into the past to make the decisions); if you are intereseted in the details you can have a look here: https://github.com/NeoSpark314/godot_oculus_quest_toolkit/blob/master/utilities/oqrec_recordings/run_in_place_analysis.ipynb this is a (slightly older version than in v0.3.1) of the step detection algorithm; there you also see that at least for my gait my running always started at a low point.
4. Yes; this needs to change. It was just the fastest solution that came to my mind when I wanted to release 0.3.0. The suggestion with the hammer is awesome! I will try to add this; how do you think "unfinished" should look? I could make it that you can finish it with a hand but later when you crafted a hammer it goes much faster. What do you think: should an unfinished block just stay there for ever? or should it disappear after some time?
Thanks again; btw. If you want you could also reach me via Discord: NeoSpark314#4701
1. I found out when the tools did nothing. I got very close until my controller were hitting the block and there was a reaction
2. It could be complicated I guess. You'll have to check both whether there is a block in front of your head and whether there is a block above that block. At this moment, "autojump" feature in this situation becomes "autojump" and "crouch" but not easy to visualize "crouch" in VR. There would be less issues if the avatar was one block tall but that creates more issues with other game mechanics
3. The only thing I have to add is that people barely move above their starting height playing VR in the vertical movement. I bet even if you get the detection down by half an inch, it would be fine.
4. Not really original idea on my part. Games like "medieval engineers" on PC did it before. If you want to be simple, make them a bit transparent? or just put in a block frame. It get the impression you want to be less arcadey than base Minecraft. "medieval engineers" was bit bit more like that. Slightly more realistic build simulator games.
Will check the discord ID. I'm a novice with that service at the moment.
With which tool was the problem you describe in 1. ?
I just did a brief test with pick axe; there it worked for me as intended: https://www.youtube.com/watch?v=6vBfgo3_J1A (in the video my controller is far from the actual voxel I'm digging with the tip of the pick)
I did not know about Medieval Engineers; this looks really cool (and inspiring) from the videos I have watched. Thanks for sharing this!
Will try to get you a video but my version died with just a black screen coming up. Need to remove and reinstall the program.
Do you already have the version 0.3.1 installed; this has a reset start position to work around a bug in 0.3.0. With 0.3.1 you can just update without uninstall (uninstall would loose your save file if you did not back it up before using for example SideQuest)
I think it is awesome so far and can’t wait to see what will become of this! I do have a few suggestions that I don’t think have been said or are *necessary* , but would be cool: a strap on your back that can be used to hold tools and a little pocket-thing hat goes in your waists for smaller tools like torches ( or whatever light source) and food.
keep up the great work, even if Minecraft does come out for the quest, I will still return to this often.
Thanks a lot for this nice feedback and the great suggestion. The strap on the back for tools would indeed be very cool; but I fear it would not work with the current limitations of hand tracking on the quest. But the putting something like a tool-belt at the waist would work. And would allow to carry the tools visibly and just grab them quickly when you need them... I think I will try to add this in one of the next updates.
Implementing lighting and lightsources though will take me some time. I currently plan to focus first more on adding a bit more recipes and some of the missing core mechanics.
Thanks again! cu.
https://www.facebook.com/fennvee.mask.7/videos/599643777516402/ no clue what is going on here https://www.facebook.com/fennvee.mask.7/videos/599646330849480/ if you had a world from 0.3.0 with a log with things on it and update to 0.3.1 you can putt 2 things on 1 log
Hi; thanks a lot for the videos! This is very very helpful.
The first one looks really fascinating; I have at the moment not the slightest idea how this can happen... I will try to investigate. Does this happen when you load into the game? Did I see this correctly that you could catch the flying pickaxe out of the air?!
The second problem is that actually when you save, the objects are removed from the crafting area and just stored as normal objects in space. (They rotate when you put them on the crafting area); so you can just put another object on the crafting area and the floating one will just be ignored; I will need to find a solution for the many floating objects anyway; too many of them might become a performance problem at some point.
with the flying axe i just let go of the axe then started doing that and yes i did catch it
First, new update. In the page, you get the wood axe wrong. *wait, may depend on point of view. Something to look into. (Opposite side view will change it.)
Second, the locomotion. The fix doesn't really fix the issue with jogging. There is a bit difference but not much. Still have to be airless at some point to move. With that much movement, the quest it self bubbles up and down. Weirdly , it works well when I stand on my toes and then stand normally. up and down. This may not be good for my joints long term though.
Third, the inventory seem limited in amount you can carry with the tools made take up one slot and you can carry only 4 sticks a slot compared to the number of trees you can carry in one slot.
Fourth, how do you pull up menu in game. Not sure how to save and get up without manually shutting the game down.
Thanks for the good work. The game looks great.
Thank you for the detailed and constructive feedback!
1. Regarding the crafting: the orientation should not matter. Both versions should work ingame and result in the same output.
2. At some point I will try to include a tutorial. In theory you should be able to move with a really light and natural jogging motion without too much movement (check the video how I'm moving at the beginning). But I know that the gait can be very different for different people. I will try to do a user study at some point in the future and use this to improve the detection more.
3. For the inventory I am still searching for a good solution on how to do it both from an interaction as well as from a gameplay perspective. I plan to include at some point craftable upgrades that increase space so I did not want to make it too big in the first release. But you are right; a stack size of 4 sticks is way too small. For the tools: I want to create a toolbelt but did not get it finished in time for the first release... so I just put them into the inventory for now. Will change this in some future update for sure.
4. There is no ingame menu yet; the game will save when the Quest goes to sleep or you press the menubutton to exit the game.
The way you listed above woodaxe recipe didn't work but switching where I placed the wood to the other side did. The other ones work but they mirror each side of each other.
In terms of walking, I may not be lifting my feet high enough during normal jogging. I've been told I drag my feet a bit. I just should play it like a ballerina. Up and toes. Down on feet. repeat. It works far better and far less tiring.
Thanks for being very responsive.
Thank you for reporting the issue with the woodaxe recipe; I think I found the bug in my symmetry detection :-); will be fixed in the next update; then both should work.
Regarding the walking: this would work; but is probably a bit less immersive I think; will try it out myself. Basically I'm detecting the head up/down motion in a specific frequency.
Have you thought about detecting controllers swinging on the side? People act differently when trying to jog, I just noticed trying your great work with my daughters. While I immediately tried a lightly jumping up and down walk, my youngest one instinctively walked with her arms swinging on the side; especially for smaller people, this might give you better information on a walking movement. Plus, it might be more relaxing experience to some, if they can just walk instead of jogging.
Thank you for the feedback! Arm swinging could indeed be an option in the future. One of the main reasons I have not yet explored this is that this would not work with hand tracking (both the accuracy as well as the tracking volume are not yet good enough on the quest to reliably detect this kind of motion). But with controllers this could be reliably detected I think. The only trade-off that I see at the moment is that you will not be able to freely use tools (or weapons) while moving.
The argument with arm swinging would be more relaxing is also true. At the moment the main goal of the prototype though is to explore how the gameplay mechanics and design are influenced when achieving something in-game is real effort. For this goal the jog in place is more fitting but I still plan to explore different options once I have most of the basic mechanics implemented.
do u neee a pc to get it on the quest
You need a PC to install it and have your Quest in developer mode; but it is also available on SideQuest: https://sidequestvr.com/#/app/431; they have a tutorial on how to install non oculus-store software on the quest.
can you install this game from a quest or do you need a pc
You need a PC to install it and have your Quest in developer mode; but it is also available on SideQuest: https://sidequestvr.com/#/app/431; they have a tutorial on how to install non oculus-store software on the quest.
It may be possible to install from the quest, but you do need a PC to set up.
Use sidequest to install an Android apk installer, then you can use the quest browser to download apks to your quest and install them.
Ive only tested it with more traditional 2d installs (Discord to test) but I'd assume it should work with any apk.
Hey thank you for making a minecraft for quest i hope you add everything that minecraft has and we r all greatfull
Thanks for the feedback. I will probably a bit more of the core mechanics but my plan is to actually start introducing new mechanics soon to explore physical interaction with a virtual world a bit more.
if you spam an axe or any tool in and out of you inv it will dupe the tool https://www.facebook.com/fennvee.mask.7/videos/597023417778438/
Oh! Thanks a lot for reporting and sending in the Video. This is very helpful! I will try to fix this a.s.a.p. Very nice house you have build :-)
bloody amazing for a prototype game and its like a workout
Thank you for these nice words. Very encouraging :-).
how do i play this?
You need an Oculus Quest VR headset. If you have one and don't know yet how to install an .apk; it is also on SideQuest (https://sidequestvr.com/#/app/431). SideQuest has a tutorial on how to get external things running on Oculus Quest .
Thank you
While I was playing I that that it would be cool if you add health and agriculture, it could be like the old minecraft where when you eat you gain health not hunger, but thouyght I might share
Hello, the game is quite nice but I noticed a few things to modify: I would like to be able to break the blocks with the end of the tool used and not my hand so, for example, break below me without having to tuck me in. ground in me by "climbing" and I would also like to be able to put the blocks in order to build and not just explore what can be a little more fun! I think that the stacks of the blocks deserve to be larger (not to have a maximum of 16 per stack but of 32 at least see 64). After that I think the rest will come over time! And if not when is the next update?
Sorry for the mistakes I use Google translation because I am French ...
You can mine blocks with the top of the tools; you just need to make sure that you move you hand enough; at least 30cm (so do still a big swing when holding a tool). Building blocks is possible by hitting an empty area while holding a block. (Have a look at the video linked above). Next update will mostly be bugfixes. Hopefully soon ;-)
Ok all you need is a bit of animals and joystick movement and maybe multiplayer down the line, sorry if I’m asking for to much. But this game has kept me entertained for hours and so far I rate this 9 out of 10. Also I like how muck you’ve been interested with the community already. Maybe you could add some agriculture.
Thanks for the nice feedback. Would love to see some screenshots what you did in the play time :-). Animals would indeed be a nice addition. Agriculture is also a great suggestion (and probably a bit easier to add as a basic mechanic compared to animals). Multiplayer on the other hand would be a huge undertaking and will need to wait until I have implemented a lot more basic mechanics.
Regarding joystick movement: I plan at the moment to not add it as the core idea of this prototype is to explore how physical interaction and actual effort in achieving things will shape the game-play mechanics and features I can add.
I wish I could show screenshots but while adding my 7th floor to my tower I fell through the earth, not expecting the glitch to be patched but it would be a nice touch.
Are you stuck in black or just back on the ground? I will include a reset start position option in the next update to work around this glitch and also will try to have it fixed by then.
thank you and I was in a black void because I couldn’t hit anything around me.
Happened to me, you don't go through the world you just go through blocks,happened to me and I just moved and it fixed, try moving backwards or a direction and hopefully you will be back in the world
Okay tank you!
Some one on reddit said "...encountered a game-breaking bug, unfortunately. I tried to switch over to hand-tracking mode and when I loaded the game again for the change to take effect, it dropped me through the ground into a black void...and apparently saved that state, which means I spawn in that black void now every time! There is currently no reset button I can find..."
Thanks a lot for letting me know! A reset button is sth. I completely forgot for this release; will be added in the next small update. For now I think it would reset completely when you uninstall and reinstall (but this would loose any progress)
when i try to install the APK, with :
adb install VoxelWorksQuest_0.3.0.apk
return:
adb: failed to install VoxelWorksQuest_0.3.0.apk: Failure [INSTALL_FAILED_NO_MATCHING_ABIS: Failed to extract native libraries, res=-113]
(the hardware is a mobile with gyroscope, to try see like Google Cardboard)
This is for the quest only.
As profakia already wrote: it is developed for the Oculus Quest and only works on the Oculus Quest at the moment. It also requires full 6DoF tracking for the jog-in-place movement detection and also fully tracked controllers; so it will not work on 3DoF devices.
how do you craft sticks
Place a single block of wood onto the crafting area. (But I know; there needs to be some tutorial/overview of what is implemented at the moment and how the recipes look). Will add something as soon as possible (at least in the game description)
Added a short overview to the description above.
Wow! Thank you for this detailed feedback and also the descriptions. This helps a lot.
The grab gesture is a fist. But the whole hand tracking is still quite shaky and you need to keep your hands always in the tracked area for it to work.
I like the suggestion with the indication for crafting (maybe I will turn the area green if a valid recipe is placed).
Regarding the movement speed. I will play around with maybe some form of acceleration (so the first 2-3 steps are slow and only then it will get faster; this could also help with larger distances without losing the physical nature of the gameplay).
A in game help-screen is a great suggestion. Thanks. And haptic feed will also be added as soon as possible.
For the problem of small spaces I need to see what I can do to improve this. One of the core mechanics in this prototype should be the physical movement needed to do things. So I can't make it too short distance or else it's loosing the purpose. Maybe some optional ingame markers for the guardian locations (showing the guardian always might be a bit immersion breaking i fear)?
Just tried the game but "Jog-In-Place to move forward" is too insensitive. first try, there was no movement. Both controllers and body movement. Nothing. I tried everything before noticing you really have to move a lot. Like sprint to get any movement. Basically a hippo dancing level. Since I'm out of shape. A few seconds just wore me out. Need to get that fixed. At least to the level of games such as Climby.
Thanks a lot for the feedback. This is definitely something I want to improve. The gait for different people can be very different. You need to make sure to raise your knees while jogging in place. But if you raise your knees and need to move more than I moved in the video I need to fix the detection.
I recommend reducing it by half.
I will play around with the thresholds; but it is always a compromise between detecting movements like leaning/ducking as unintentional steps which is a really bad feeling in VR. But there is definitely a lot of room for improvement; especially now that I get feedback :-)
hey, please can you upload all of the crafting recipies as a pdf? im also gonna upload my youtube comment. i just got this and i wish there was a tutorial on how to place blocks (took me 9 minutes to figure out how ;-;). Anouther idea is multiplayer but i dont expect that for atleast 5 updates. Health and animals would be great too but i dont expect that in the next update. Great work of making a minecraft clone for the quest!
So far there are only very few crafting recipes implemented. (wood, stick, wood/stone pick/axe/shovel/sword). I plan to expand on this in the next update and then will also document them. But I will add them also to the description on this page.
Added a short overview for crafting to the description above.