XaiJu
masterkyodai
masterkyodai

patreon


Interview with the creator

OK, noone wanna interview me...so i did it myself! Yay! But i guess while being kinda silly thing to interview yourself it could also be kinda FAQ, so besides pure vanity i also try to reflect some questions i have been asked here and on reddit...



Interviewer: Hello Master Kyodai, nice to meet you!

Master Kyodai: Hi myself... errr Mr. Interview guy...

Interviewer: So you're creating one of the top 100 porn VR games of our time. To be precise #99 of 99. How did you come to this idea?

MK: As i said on my Patreon - it was an old friend who bought a used Oculus Rift DK2 and he downloaded some pirated VR porn games and movies and then he was like "Don't you program? Just make some cool VR Porn app for me.". That's pretty much the whole story. I just said like "OK imma take a look at it" and then I started working on it.

Interviewer: So you have a background at game design and programming?

MK: Not really. I did some programming classes in VB6 back in the days and also did some PHP and ASP stuff for my websites. But regarding games i only made some simple "Solve this math equation" games and stuff for friends and family. Really something you'd laugh about. 3D games but nothing serious or VR.

Interviewer: How difficult was it to get into VR?

MK: Extremely difficult since i didn't ave any VR headset. Well i do have antique 1990s stuff like the Forte VFX-1 or the Cybermaxx, but obviously these can't really be used with todays games. So programming for VR was and still is a real challenge without having the target hardware.

Interviewer: So what was the most challenging thing about VR?

MK: Definitely not having the controllers. And that still is an issue. I hope one day i will have the funds to buy a complete set. Some whitepapers about the controllers were actually wrong/outdated or simply not really precise, so that made it very difficult to implement them.

Interviewer: You said you made some 3D games already. Any other difficulties regarding migrating from 3D to VR?

MK: Yeah - in VR you do have the headset and everything is stereoscopic and related to 3D space. In common 3D games like GTA III you just make a menu, throw it on the screen and you're done. 3rd person perspetive or cinematics look right. In VR you have to keep the position in 3D space and the allignment in mind. Like if you have a menu like a sheet of paper and hold it i front of your eyes you can read it well. Turn it 90 degrees and you can't read it at all. 3rd person doesn't work in VR. And a comon 1s person where you just see your arms and nothing else from of your body also doesn't work. You gotta keep such stuff in mind.

Interviewer: So you said you had problems with the controllers. They seem quite intuitive, so what were the problems with these?

MK: The biggest problem was and still is that i don't have them. That makes debugging quite hard. Also in an old school 3D game like GTA III you have the keyboard with WASD, ALT, CTRL, ESCAPE, Mouse, left click, right click, mousewheel and so on. You can link pretty much everything to a key or button. In VR you need to have a new concept - there is no mouse cursor and the buttons on these controllers are quite limited. There's not really loads of them when compared to a keyboard. The Vive controller gave me quite a headache. In theory it has loads of inputs as you can also "click" that touchpad like a directional pad. However - many of these actions were simply not reliable or even conflicting (Try clicking the touch pad without touching it - HA!) for my beta testers, so i had to redo the whole motion controller setup and concept more than just once.

Interviewer: Are you actually a full time programmer? How much time do you spend programming daily?

MK: Nope, I am a family father with 2 kids and a mortgage to pay, so i do have a normal full time job. Let's say that I'm working with computers. I normally always have time to spend an hour at my lunch break, but sometimes there's also days when I am pretty much idle and nothing happens - no meetings, no problems, no scheduled work and then i can program most of the day. But that is quite rare. I'd estimate  I work like 2 hours per day in average.

Interviewer: So how do you program? What tools do you use?

MK: I program in Unreal Engine 4 (UE4). I also have a bit of experience in Unity. I also use DAZ Studio to create the characters and animations. I have been making 3D characters in Poser and MakeHuman, too - but DAZ Studio is simply the best choice for UE4 in my eyes since i can just import textured models, animations and morphs hazzle free (most of the time...).

Interviewer: So why did you chose UE4 over Unity?

MK: Definitely a personal preference. If I had loads of money (Which i don't have) I'd for sure have an advantage because the Unity asset store has pretty much everything. For a price. Another reason is that I am a rather weak C++ coder and the keyboard on my old laptop is pretty much worn out, so it often skips keys which is not so great when programming in C++. You might have seen that in some of my Patreon posts - so if a character is missing it's not that I can't type or that I'm retarded but that my keyboard just often skips a key if i didn't hit it hard enough. In UE4 I can use Blueprints for pretty much everything and that means i can do most programming logic with the mouse. I also dislike the lighting and rendering in Unity - to get a photorealistic look you have to write loads of complex shaders which is far from intuitive or easy unless you do it every day.

Interviewer: So what are the plans for the future? What will we see in future releases?

MK: Actually my to-do list is longer than some political manifests. I have tons of ideas, wishes and stuff i wanna implement. Just takes some time... Most important ones to come in the near future are definitely Physical models, Interactive sex scenes with motion controller support, girl editor, custom animation editor, clothing simulation, Liquid simulation, haptic feedback and so on. For some stuff I'll however need a real motion controller. You can't really make haptic feedback without ever having had one of these in your hands i think.

Interviewer: So any last words to the reader? Anything special you want them to know or tell them?

MK: Yeah at first i wanna thank my patrons here for their financial support. As of today it is just 12 dollars a month - but that already means a lot to me - that people are actually spending a real dollar or even 5 a month to support my vision and being part of this. I also wanna thank the many beta testers from reddit - without you guys it wouldn't have been possible. And last but not least i wanna thank Chris for his old Oculus DK2 (Even though it wasn't that helpful for development).


More Creators