XaiJu
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FarmD v1.0-alpha1

Project cleanup and some VR hand rig updates. A little light on content here, but some important behind-the-scenes stuff.


[desktop/vr]
CHANGED
- Did quite a bit of housekeeping with code and project organization, refactoring and cleaning things up. For the most part everything should be about the same as it was, though some UI elements look a little different since they were a bit of a mess before. Hopefully didn't break anything! Probably broke something.
- Most sliders now have markers showing their default values, in case you changed it to some odd value and want to get back to normal.
- The version number text now only appears on the pause menu, instead of always being visible in the corner of the screen.

[vr]
ADDED
- You can now "force-grab" objects from a distance by pointing at them, holding the trigger, and flicking your wrist. This feature can be disabled in the VR options.

CHANGED
- Major update for the hand rigs to use the HurricaneVR framework instead of my old custom rig. This comes with some quality-of-life changes:
- Odd finger floppiness and laggy hand movements should no longer be happening.
- Your hand will now attach to a cock when gripping it, to make it easier to jerk off without your fingers slipping off.
- Some minor interactable object changes - throwing objects is now much easier, and you can loosen your grip using the trigger when holding the handled tools like the rake/shovel, to slide your hand along them. Not that there's much use for these, but it's kinda neat.
- Adjusted the position of the UI laser pointer slightly to be more consistent with the "gesture" pointer.
- The VR keyboard now has a set of symbol keys, in addition to the regular letters/numbers.
- You can now type using your physical keyboard whenever the VR keyboard is active, if you prefer.
- The entire server URL for the Intiface Desktop connection is now editable, instead of only the port number.

FIXED
- Kade will now navigate around you when walking from place to place, instead of walking directly through you.
- The trigger zones for making Kade bend over or sit down are now correctly active when he's attracting you to an activity, instead of only being available when he was standing idle.
- You can no longer force objects you're holding to clip through other objects.
- Adjusted some handling of the gesture mode activating, so it should work more consistently in some scenarios.

REMOVED
- You can no longer interact with the menu tablet by touching it with your fingertip. This feature was always a bit fidgety and inconsistent to begin with, and I was tired of wrestling with it whenever new types of UI elements were added.
- Removed the "Finger Tracking" option, since controller inputs are handled a bit differently now and should account for finger tracking support automatically.

*Notes: This new framework comes with a whole new set of input bindings and I've only tested on my Index, so if you've got a different headset/controllers please do let me know if anything doesn't work - this should only affect things like finger controls and grabbing items, not the menu buttons, locomotion, snap turn etc.

Download: https://www.dropbox.com/s/3cte4b4iynd5l7z/FarmD-1-0-alpha1.7z?dl=0

Comments

Some other people have reported that issue as well. Try going to (AppData)/LocalLow/Softscale/FarmD/PlayerData/ and deleting the profile.json, and trying again. There was a bug with data migration of your profile for some users.

Softscale

I actually can't get into the game itself. Whenever I try to select VR on the desktop, it doesn't go anywhere. I'm using Quest 2, but I don't think I can actually go into VR if clicking the VR button doesn't take me anywhere.

Serratia

Desktop mode has not been re-implemented yet. It was planned for this first alpha, but there were enough other things going on with the new VR rig that I decided to push it back in order to get this alpha out in a reasonable time. I'm going to be changing gears to desktop mode now, so it will be in alpha2.

Softscale

Idk I can't go on desktop mode, did I miss something?

Florian Towara

Kade does have an AI, with Unity's built-in Nav Mesh Agent for navigating the world. It just wasn't registering the player as an obstacle before now.

Softscale

Guess I can test it for quest/rift for you

Veronica Summerfield

AI, I meant AI. My mistake

Florian Towara

I have no idea what KI means here.

Softscale

Isn't there a way to build in a KI for easier navigation? (I've no idea about programming, whatever)

Florian Towara


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