Take it to VR

In this forum you can submit wish list items for the Custom Story Creator. If you are stuck in your story and need the ability to do something that the tool currently does not offer, this is the place to post a request to build a way to do it into the Story Creator.
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Orintangio
Posts: 27
Joined: Tue Jul 31, 2018 12:02 am

Take it to VR

Post by Orintangio » Sun Aug 05, 2018 11:17 pm

I would really like to see this go to VR for animations. You could leave the user interface in 2D. Would be cool in VR though since you already use unity.

erasmus
Posts: 603
Joined: Tue Feb 13, 2018 4:29 pm

Re: Take it to VR

Post by erasmus » Wed Aug 08, 2018 1:02 pm

This is a longer-term goal of ours. Probably something we look more closely into roughly around our official release in the next year.
Erasmus
Quality Control and User Experience Director

Kevner
Posts: 24
Joined: Wed Mar 21, 2018 5:01 am

Re: Take it to VR

Post by Kevner » Sat Aug 18, 2018 3:23 am

I'm keen on this. It's kinda possible to use VorpX to run it in VR, though I haven't got the settings figured out yet and can't get the FOV right. And of course you're still using mouse and keyboard. I might try again but at the moment it's not worth it.


Some VR games have tried with a full player body visible if you look down, but it's always strange and disorienting I find. For this we would need floating hands and a floating dick, but I think that would be even worse and also ruin the clothing mechanics. Also, they locked most of the items in place over time to prevent them going missing and breaking quests so for VR immersion these would need to be unglued again but I doubt that would really be an issue. If you manage to throw the kettle over the fence that's your own fault though I say!

The game is perfect for VR since it's interaction based without any fast paced shenanigans. There's a lot of impressive Japanese stuff but some of it's weird and difficult to get/work, and most western adult stuff I've seen is really low budget and not worth the effort. A game with this much work put into the environment, characters and story would set the bar for the subgenre.


Problem is I don't think the market is really there yet so it's probably a risky investment. Mind you I could be wrong, 300,000 sales of this version in a year was it?

erasmus
Posts: 603
Joined: Tue Feb 13, 2018 4:29 pm

Re: Take it to VR

Post by erasmus » Mon Aug 20, 2018 10:39 am

We've seen a fair amount of interest in VR and we do want to pursue it, but yeah control and camera mechanics are going to need tweaking. We may end up branching a VR version of the game into a different title, once we're much further along in development.
Erasmus
Quality Control and User Experience Director

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