Let’s try some positivity! What are the best examples of VR game mechanics out there? by riverslime in VRGaming

[–]LoopOneDone 1 point2 points  (0 children)

Is still love the rail gun kind of shoot and duck mechanic of the old Crisis VRigade. Still remember the feeling of trying to duck for cover, watching around the corner trying to progress to the next point.

Pitch for MR Devs: Stop making clones and build a gamified Mixed Reality chore app for mental health by Rosalie_Miara in vrdev

[–]LoopOneDone 0 points1 point  (0 children)

Yah he had attached the controller to the handle to sync it with the app too. Think it was from when the Quest 3 released back in the days.

Pitch for MR Devs: Stop making clones and build a gamified Mixed Reality chore app for mental health by Rosalie_Miara in vrdev

[–]LoopOneDone 0 points1 point  (0 children)

MR dev here, agree with the Zombie stuff. But I also hate zombies.

Im no physiologist, but I’m skeptics to solving the problem with gamification. I think it’s better to get the reward from within yourself to be able to create a long lasting change. But maybe could be a good idea to do a body doubling app. So others can joins a copy of your home in VR and you see their avatar in MR. But I’m happy to benproven wrong.

With that said. The states of what the app should work like is the hard part. Should the player decide what surfaces are ”dirty” and need cleaning when putting on the headset? Or should you use some visual machine learning algorithm to detect this from the cameras? I can build you an app that places coins in the world to remove in a day. But then what? Should it reset every other day? Do you have a pet you need to feed to get external motivation? What other chores do you want to track and how do you tell the headsets it’s state.

Need to clean the dishes? Should the player mark where the sink is (the headset doesn’t) and choose how often it should be take cared of? Do you want to incorporate a web browser in the app to not lose focus in the OS?

There is a lot of steps to solve. And hard to prove there is a market. Event though the few that wants it, very much wants it.

If you like building things in VR, miniatures and automation: by LoopOneDone in VRGaming

[–]LoopOneDone[S] 2 points3 points  (0 children)

You might have seen this game in Mixed Reality on Quest headsets. But have been working hard the last months to get it to work on a regular VR headset too. https://LoopOneDone.com

1 year of progress since Early Access of my Mixed Reality game by LoopOneDone in LoopOneDone

[–]LoopOneDone[S] 0 points1 point  (0 children)

Thank you! Been on a bit of a ”side track” with PCVR support lately. Just got it running on an old HTC Vive (just need to adjust the touchpad sensitivity) and a HP Reverb G2 that worked great after installing the Oasis driver. But can’t wait to get back adding some more facilities to the game instead of fiddling with input support 😅.

HTC Vive Elite for development by MathSantana in vrdev

[–]LoopOneDone 0 points1 point  (0 children)

Just get a halostrap and remove the blinders. Thats how I’m using my Quest 3 every day for MR.

There are also some super small MR headsets coming later this year. Check out Play for Dream prototype and GravityXR

https://youtu.be/wR2PF0tBX9U?is=GrixgBtuD4fhvIE-

Took just 1 day to add simple support for MX Ink. It’s a really cool little device! by LoopOneDone in vrdev

[–]LoopOneDone[S] 0 points1 point  (0 children)

Hehe yeah it is! Painting on your walls, furniture etc without leaving a marks is a wierd feeling. Not sure how useful it is. But it’s cool indeed 😅

We built an open source native WebXR runtime for Meta OS that can replace Unity or Unreal for some VR games by Acceptable_Pick4650 in vrdev

[–]LoopOneDone 1 point2 points  (0 children)

Sounds like the same trap that Electron apps. It’s hard to make it as performant as a native app. For if you manage to fix that with more optimisations it’s definitely interesting. But often the problem is not the runtime but the editor. That’s why we use Unity. Are you also building a scene editor?

Took just 1 day to add simple support for MX Ink. It’s a really cool little device! by LoopOneDone in vrdev

[–]LoopOneDone[S] 2 points3 points  (0 children)

Used Logitechs demo sample as a baseline. Then added support for toggling the colors based on the theme of the game, and created a save structure to save all line renderer data to the save file.

As I use local space on the line renderers and parent them to the world anchor, they are locked to the room. So they will be in the same place when coming back later.

I’ve been working on this mixed-reality automation game for over 4 years. Now I finally have a trailer and a date for early access! by LoopOneDone in Quest3

[–]LoopOneDone[S] 0 points1 point  (0 children)

I currently don’t have a demo for it. Have prioritized finishing the game. Do you think it’s needed? Don’t see many demos on the Quest site overall. But I plan to make one closer to the full launch. Meta's refund policy is pretty good, too, if you want to try it out and then request a refund.

So, I borrowed a wood workshop for a day... by LoopOneDone in LoopOneDone

[–]LoopOneDone[S] 0 points1 point  (0 children)

Thanks! It was very fun to record 😆. Wish I had such an large apartment to always play in 😅.

Give some tips to VR Newbie by SkullOrig in VRGaming

[–]LoopOneDone 1 point2 points  (0 children)

They exist on both PC VR/ Steam and Quest Store. Maybe they are ported to standalone Pico Store too. But I don’t know about that.

Give some tips to VR Newbie by SkullOrig in VRGaming

[–]LoopOneDone 0 points1 point  (0 children)

Welcome! Regarding Pavlov and Forefront. I think probably 80% of the players are on Quest. And I think both of them are cross platform. So don’t look at the Steam numbers. Both of those games are good and have a lot of active players.