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vrkshop

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Zellacos 28 Jul, 2020 @ 1:33pm
Just a few first bugs noticed.
* Single or flat wood pieces drifting across the bench top un-prompted, and at a slow yet steady pace. - Retrievable

* 2 or more joined/nailed pieces disappear after hitting the floor (sometimes not retrievable yet still visible)

*The saw handle snap, although it is true (and I like having to orientate my hand to grab it properly, avoiding the snap collision) I've worked out how the mechanic works but this will cause no end of troubles for some users.

*The wall behind the tool board likes to eat things. And it snatches, which is rude ;) I managed to somehow loose 20 mins worth of joinery to the wall by approaching it with the project piece in one hand and attempting to collect a tool with the other - rarely retrievable.

That's all that's 'Buggin' me for now.

A fun unlisted video about drawers ;) - https://www.youtube.com/watch?v=VOCkm-fH2qc

Keep up the good work. Your onto something.
Last edited by Zellacos; 29 Jul, 2020 @ 2:32am
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wooden-robot  [developer] 28 Jul, 2020 @ 9:12pm 
Thanks for the feedback, and the video was fun to see!

The wood sliding bug is a problem I've been trying to chase down for a while now. The physics system doesn't like thin colliders.

Not sure I understand your second bug. Are items dropping into the floor?

The saw snapping is an issues. I did some tests with the saw not moving to a set rotation, and it was a bit awkward. I could try to iterate on the speed of the saw rotation on pickup to make it a bit flimsy and then gradually get stiffer.

Will take a few test runs to try to figure out what may be happening with the wall collider.

Video comments:

That's cool to see you created a drawer. When I get clamps implemented (specifically environmental clamps) it will be cool to see how the drawers work in a fully user built structure.

The small bit twirling is a limitation of the current physics system. You have cut that piece enough times to exceed the 256 triangle limit on the mesh collider. I either need to limit it, or add a mesh optimization run in there.

The empty nailbox sound is a known bug because I was too lazy to record a sound for it :)
Zellacos 29 Jul, 2020 @ 3:18am 
Originally posted by wooden-robot:
Thanks for the feedback, and the video was fun to see!

The wood sliding bug is a problem I've been trying to chase down for a while now. The physics system doesn't like thin colliders.

Not sure I understand your second bug. Are items dropping into the floor?

The saw snapping is an issues. I did some tests with the saw not moving to a set rotation, and it was a bit awkward. I could try to iterate on the speed of the saw rotation on pickup to make it a bit flimsy and then gradually get stiffer.

Will take a few test runs to try to figure out what may be happening with the wall collider.

Video comments:

That's cool to see you created a drawer. When I get clamps implemented (specifically environmental clamps) it will be cool to see how the drawers work in a fully user built structure.

The small bit twirling is a limitation of the current physics system. You have cut that piece enough times to exceed the 256 triangle limit on the mesh collider. I either need to limit it, or add a mesh optimization run in there.

The empty nailbox sound is a known bug because I was too lazy to record a sound for it :)

Thanks for a quick response!

Good luck on cracking that wood sliding bug, It only seems to happen on select sized pieces.

To clarify on my second bug, One instance I dropped a project piece (with joins) to the floor and it seemed to become static and unretrievable.

Some empty nail boxes that have been dropped have been retrievable but have re-spawned immediately at the drop point after placing in the bin. Also empty boxes from the bench top that have been placed in the bin have re-spawned.

The saw rotation setting is a perfect angle for the grip already, it just needs to be picked up at the correct angle, how about grabbing/picking it up from any angle like anything else and clicking a stick in or something to snap it to the final rotation setting after it's been picked up? (using a Rift CV1)

Of course managing to anchor very tiny pieces is not easy, nor is it something that you should be too concerned with at this point at least ;) All of the core mechanics of the game feel great so far and its starting to work more beautifully with every little update that you add.


I hope and aim to be constructive, I really hope not to come across as the the nit-picker.

I've been playing a select few VR titles for ages now and needed something fresh and creative to come along. Something this interesting hasn't come along for me in a while, so to come in at this early stage of the game, and with a lot of VR gaming experience, I'm excited and inspired by it's potential and want to help encourage the game to become even more usable and intuitive than it already is.

excellent work man :)
Last edited by Zellacos; 29 Jul, 2020 @ 3:20am
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