MULTIPLAYER testing will begin this week
Hi all. I haven't had the chance to say this yet:
Thank you. Your support has allowed this project to keep growing, and there are big plans in store.
I realize that this began as a really janky prototype of a really good idea, and that you, the players, have had to struggle with bugs, ui issues, lack of documentation, tracking problems from firmware v23, and a host of other issues. You've given me a to-do list that will keep me busy for a while! I appreciate it.
Next major step for the program is multiplayer integration.
This week, I will push an update that will allow social interaction inside the blue room and inside your custom home. A VR user can switch to 'guest mode' , load into the host space, use voice chat and move around using artificial locomotion.
There are two phases that will follow, as i troubleshoot networking issues (this is my first time doing online multiplayer)
1. a companion app for PC/smartphone, free, and will allow you to invite flatscreen users to visit you in your home and chat with you
2. multiplayer integration for the minigames. Each game requires different kinds of networking solutions, and so they will probably roll out one-by-one, with turn based games (golf/lunar) and minimal interaction stuff (Highly Explosive) coming first, and things like Vortex and archery coming later. Vortex, for example... there is no reason for the guest in VR to be playing in the same scale as the host. Its too complicated to manage the shooting while also trying to use artificial locomotion to move yourself around the host environment. Guest mode VR Vortex will probably look like a full-size, interior cockpit shooter, with controls similar to my game Space Pilot Alliance.
On top of this, the goal of clearing up UI, diagnosing tracking/setup issues, in-game documentation, polish (these minigames are ROUGH) I'll just keep picking away at everything.
That's all for now.
I can't wait to meet you and visit your home
All the best, happy new year!
CuriousVR
Files
Get Custom Home Mapper (Oculus Quest)
Custom Home Mapper (Oculus Quest)
Build your own customized VR home and play multi-roomscale minigames!
Status | In development |
Author | CuriousVR |
Tags | Creative, custom-home, minigames, Oculus Quest, Oculus Rift, quest, tool, Virtual Reality (VR) |
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- Video Tutorial - Mapping a space for the first timeDec 22, 2021
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Comments
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Hi. Clicking on "
Files
CH_MAPPER_BETAv2dot4.apk329 MB
18 days ago " does nothing. It does not show up as an active link to get an update. I have had no success in mapping out a large area so far. By the 2nd or third wall anchor point, at least one will give way and need to be re-done.
Hi Drac, Two different things happening here. Since you've already paid, the 'buy now' button should technically read as 'update now' (if you aren't on 2.4 already) Try clicking on it, and click on the 'i've already paid for this' option.... you should always be able to access the newest build, even if the price goes up in the future/if it moves to other platforms like steam.
I dunno if it'll help with the other problem though.
I'm sorry to leave you hanging on that support issue. Sounds like a tracking issue, I think the problem should still happen outside of my mapper / if you just are in oculus home with the guardian off. There are issues with firmware v23 that have made tracking worse, but the quest should still be really flexible in a huge variety of environments, so i'm not exactly sure what the problem might be. 'minimalist' design (no details on walls, no objects in rooms, system looks for visual contrast points to establish tracking, and jumps around if it can't find enough info) mirrors, low lighting, intense bright lighting, these can all create new problems.
I would love to see a picture of the space you are trying to track. there are a few other tests we can do to establish where/why tracking issues might be happening. Can you email at curiousvrlabs@gmail.com?
Thanks for the 'bump
Thanks for your ongoing work.