My VRChat worlds

I’ve been working on a fun virtual reality Unity side project for a number of months now (currently 9/5/17). My first VRChat world is now finally live in game for people to play around in. It’s quite a large world with a number of physics experiments and abstract art scattered throughout. I’ve been using computer software such as Google’s TiltBrush and Blocks (3D modeling in virtual reality), Maya, World Machine, Photoshop, and Unity so far. Desktop users can join the world and take a look around, but to get the full experience you’d ideally own a Vive. I am looking forward to the testing and feedback I will receive now that everyone has access to it.

Recently (10/23/17) I’ve been playing around with World Machine to make some auto-generated Space Race worlds for VRChat. Previously I was working on a small world concept of sorts, but then dropped those ideas when I realized that smaller avatars did not have smaller player collision. I’m planning on creating, at the very least, an Easy, Medium, and Hard race. My Unity world currently sources unprocessed geometry and textures, the direct exports of World Machine using the Tiled Build export option. Meaning, I can change one or two numbers in my World Machine logic and build/export an entirely new race within minutes because of the procedural nature of World Machine. I will explore further opportunities for game and race mechanics when Vehicles and Playmaker officially come to VRChat. For the time being the races simply tap into the speed and jump mechanics in VRChat.

I just made live (11/13/17) another Space Race world, a simpler one then the last. It’s super easy at the moment, but serves as a space for future game mechanics and activities that I want to try out and add to the world. It is completely enclosed with no abrupt geometry, and no chasms to get stuck in. A simple wheeled vehicle could make the terrain a lot more interesting and fun. I’ve been thinking about adding some seats to a few zero-gravity objects for people to sit on. And then make that object a Pickup object so that other players can then pick up the player attached to it and throw them through the cave using zero gravity, the player and seat ricocheting (hopefully) off the banks of the space dunes at high speeds. If I gave the players some large hitting sticks they could use them like bats and smash the player through the cave with the leverage of their swing.

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