NokiMo
FuroticVR
FuroticVR

patreon


New Build (Now available to $5 patrons!)

Hey guys,

Here's the link to the October build.

The menu is now fully functional! You can select a spawn point, choose your favorite avatars, and adjust your scale!
https://mega.nz/file/WoRUiQgY#NjPWmVgud4T24ub4FMzM3URRTCYaDkRWmTCVBdvbtJQ

Reminders!

Be sure to add the game to Steam as a "non-steam game" in your library, or the controls may not work!

Pull back on the stick to teleport.

The game is VR only. There is no desktop mode, and I don't know if or when I will add one.

Comments

It's a PC VR game, so it can be played with a Quest 2 if you use the Quest 2's tetethered mode where you connect it to a PC and play through SteamVR.

Furotic

does this work on quest 2? i cant seem to open it

Ragan curvin

I have a twitter where I occasionally post small updates: https://twitter.com/FuroticVR And a Furaffinity page where I've posted a few older images I never posted here: https://www.furaffinity.net/user/furoticvr I'm trying hard to get the next update + build out this week!

Furotic

Do you have a dev blog or discord?

Renard Thatch

Nope, it's still very much alive! It's just taking longer to get the next update ready than I expected. I hope to have it done in the next week or so. I should have posted some updates earlier but I thought I was closer to being ready than I was.

Furotic

Is this project dead?

Renard Thatch

Giving the characters the ability pick you up and step on you and drop you in their mouths, etc are all things on the to-do list!

Furotic

cool game, now i hope that toys and stuff gets added, and if its ok maybe ability to be held by the characters in macro stage or when your smaller then 1x in normal stage, but otherwise cool, weirdest but best expireince yet

Prince Shadrows

I did do that. Im not sure what happened with the video but it turns out its not just this but it was the first to occur to. Im going to reinstall steamvr and vive to see if they are the culprits.

Gilded Gryphon

I can't view that link, or see what server it's on. It just opens a blank Discord webpage. The only thing I can suggest without seeing the video or knowing what headset and hardware you have is to make sure you have added the game to Steam as a non-steam game.

Furotic

Hey, I just started it up for the first time and i keep getting a black screen whenever the steam menu isnt open. The link is a recording of the issue. Can anyone advise on what could be causing this? https://discord.com/channels/863700954296877076/863700954875297795/1050138195045662728

Gilded Gryphon

This game is currently one of a kind, I love it. I am exited to see what the future of this game will be

Cloakzie

This is pretty good since the last time I downloaded a build here! More interactions would definitely be desirable though, as currently its a glorified pose simulator with no real way to do anything other than walk around on the models or pap their faces. The menus look nice, and the shrinking and growing system (and its options) are good!

bug

Ah. Gotya. Good to know that these things was already on your table before I came around and pointed it out. But better safe than sorry, right? Looking forward to all the features! As for climb, on animated bodies, that will probably be a difficult one. Especially if it is a limb that is moving around a lot, or rather fast. Unless you use anchor point for where the player is grabbing, which prevents detachment/loss of grip. I could be wrong?

Goldenschmidt

1. This is caused by the dynamic bones on the breasts colliding with your hands. Eventually I will fix this by preventing these colliders from interacting when you are much smaller than the avatar you're interacting with, but there are other more important features I need to focus on right now. 2. This is an issue I'm aware of, but collisions with moving objects is an extremely complex problem that nobody has fully solved. If you're seeing framerate drops, that's caused by colliders getting stuck inside one another. I will of course continue to look for ways to improve the collisions, but they will never be perfect. In the case of being below the jaw when the character looks down, in the real world, they'd either have to detect the collision and stop looking down, or squish you. If I switch over to a more sophisticated player model where you have multiple body colliders then that might mitigate this somewhat by allowing you be forced into a crouch when that happens. But I don't have immediate plans for that. Disabling the player collider when interpenetration happens isn't a good option either as you'd just fall through them then. 3. I chose not to add jump because I thought it would be silly to have people bunny hopping everywhere and the jump height would be fairly limited for realism anyway. Though I suppose when you are small a higher jump makes sense. Jumping also creates even more collider problems. If you're inside the mouth for example, and you jump, what happens? If your head collides with the roof of the mouth, maybe you stop suddenly, which could lead to VR sickness. Or maybe you slide along the surface as it is angled and you have a capsule collider that just had a force applied to it. But admiteddly I haven't even tested jumping yet to see if I like it, so I'll consider your request and test it at some point when I have time to see if it can be made to work well enough. 4. The animations were all originally designed for a human with human proportions, and while I can tweak them a bit, you're always going to have them be less than perfect because there are so many variations in body shape in the game. For example, in the pose where the avatar is peering over the house, I had a very difficult time getting the avatars to line up well, with both their feet being planted on the grounf, and their hands being positioned correctly on the roof. This is because their proportions are not all identical. The rabbit for example has longer arms than the other avatars, while the females tend to have shorter legs and lower hips than the males, and the sharks also have their own unique anatomy. I will be attempting to correct this as best I can by adjusting certain proportions automatically to make them match, but I don' know how well that will work or how good it will look yet. Another option is to try to use IK to make the hands, feet, hips, and head align to where they need to be, but it will be months before I can attempt something like that. I have yet to play with FinalIK and right now it's more important I get new animations into the game than for them to all be perfect with every character. 5. Climbing is something I would like to implement, and it is built into the VR physics system I'm using, but I have not had time yet to play around with it and see if I can make it work with a moving character. I too would like to be able to climb up onto avatars like Shadow of the Collossus, but in VR. Hehe.

Furotic

Played through the build, and already have I spotted the differences. Running so much smoother than before. And everything looking so much better. But! I noticed some issues here and there. 1. If you try to walk on the chest of some of the females (Specifically the ones with breast physics) you apparently weight a ton, causing you to make the breast freak out a bit, before suddenly causing the player to just fall through the body entirely. Immediate effect, when attempting to approach the nipples. 2. In some certain spots on the body of any model, if you stand just right, you can cause a lot of collision detection to happen, which can cause for.. performance issues. So far, I only noticed this at the pool, when the Fennec fox looks down at you, but you're right below their head. Of course, this would push you inside their maw. But getting too far to the front of said maw... Let's just say, not the finest moment for photosensitive people. 3. This one is less of an issue, but a bit more of an annoyance... Where is jump? We have teleportation, and I am more than happy to have this. But having to use teleport that can be janky to perform, when you're stuck on a little ledge, such as a carpet, or otherwise small crevice, can be a bit of a... well.. yikes. So, would suggest a jump feature. IF this jump feature is existent, then I couldn't find it. 4. Animations are making the models clip into themselves. As it seems, the animations were not meant for these models, but another one in the roster. Finding the original model that had this animations? Everything looks fine. But yes. Clipping, by the power of animation. And now, suggestions: a. Climb. Would be neat to be able to climb, instead of always having to rely on teleport to get over steep surfaces. We all know that Teleport can be weird to manage. Especially when it comes to precision aiming. b. Yes, jump would also be nice. Otherwise, this is very great progress. And I'm looking forward to seeing what magic you will do on the next build. Will look out for more issues as they come, to help with improvements! Stay frosty!

Goldenschmidt


Related Creators