2069

hazmhox

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hazmhox submitted a new resource:

2069 - A sexy cyberpunk story

View attachment 9051 View attachment 9037
View attachment 9038

Before you dive into downloading the files and trying the story, please read this carefuly.

2069 is really heavy. To enjoy the story, you should have at least 16gb of RAM, 32gb being the optimal.The story has been crafted to be ran in VR between 35 to 45fps and above.

The optimal user settings to get a good framerate on a middle / high end PC in VR are :...

Read more about this resource...
 
Hello, after install i dont see the launch for start scene!

Did you read the "Mechanics" part of the description ? It is the red rotating square. Also, you have to download the launch version of the story.
 
Finally got around to playing this. It didn't live up to the five star rating from other users. Overall it felt more like a tech demo than a finished product. But I applaud the effort that went into this, and hope to see more from hazmhox! A remastering of this scene in VAM 2.0 would be very cool.

@everlaster Hey! You go straight to the point mate :p
Not everyone is gonna like my content, that's a fact, but the "than a finished product" kinda made my heart break a little bit haha.

Can you be more specific on what made you feel that way ? I'd like to understand that for future improvements.
I can grasp that the overall "neverending day" might feel a bit "hacky" to give a sense of repetition and make the background story tangible. But what exactly didn't appeal to you compared to let's say... the ton of 30secs quick loops we got in the free scenes ? :3
 
@hazmhox Don't get me wrong, it's not that I didn't like it :D. It was an interesting experience and I definitely liked the setup and the idea, and the atmosphere. (FWIW I played the non-Launch version.)

Can you be more specific on what made you feel that way ? I'd like to understand that for future improvements.
I can grasp that the overall "neverending day" might feel a bit "hacky" to give a sense of repetition and make the background story tangible. But what exactly didn't appeal to you compared to let's say... the ton of 30secs quick loops we got in the free scenes ? :3

Sure! Well, first off, I wouldn't compare it to other scenes. I have yet to see any scene in VAM that comes close to being an expertly designed and well executed interactive experience that's fun to play, doesn't have obvious easily fixable bugs, and utilizes VAM's features to the extent that's feasible when it comes to immersion and realism. Doesn't even have to be original, or have a story that makes much sense, or have much wow factor. Just high quality. 2069 is still probably the closest I've seen, but here's why I think it's still two stars away. These are in no particular order, and remember I'm just listing things that could be improved - plenty of things were done well too.

Inconsistent audio volume. The scene begins with a loud intro music, but the rest of the scene is kind of quiet in comparison. Especially the sex audio was oddly quiet - in the beginning of the first day, I could barely hear anything until I got close to the bed. It felt like moans should've echoed all the way to the hallway and be heard faintly before you even open the door.

No interaction except for clicking to open the door and to switch scenes. Interaction is the best part of VAM and really sets it apart from VR porn videos. Just moving around and watching from different angles isn't really playing to VAM's strengths. With video games, no game play means you're watching a cut scene. But what kind of a video game is it if it's just a collection of cutscenes? In my opinion, a really good VAM scene needs to be interactive as much as possible, and dynamic as much as possible. In other words - there needs to be something to do and there needs to be a way for the player to affect the scene.

The dude just stares blindly and doesn't have any expressions and doesn't make any sounds. Not really having a good time, it seems.

Animations were too slow and static and there was no use of forces or randomness. For reference, Weeb's animations are pretty amazing in terms of how lifelike they are despite not being mocap.

I didn't really understand if I was supposed to be a real player character or just some kind of invisible spectator. This is probably the main reason the scenes felt unfinished. Presumably, to open a door you have to have hands - so initially it seems I'm a character. But Eve and whoever stole my body don't pay attention to me, so I'm just a spectator. But then I get closer to Eve and her head tracks my camera POV and she looks me in the eyes. It's like she's thinking "Oh it's you, barely noticed you. Don't mind us, just having sex." So I'm a character again... just not really relevant to the scene. I can also grab objects in the room, which would indicate I'm a character. But then again I don't have a body, so ...?

Objects don't have physics enabled. If I grab a pillow, it just hangs in the air. So maybe I'm not supposed to be able to interact with anything and it's a bug that the objects are grabbable. If so, why can I open the door?

Clicking light rings in the room felt like an odd way to transfer between days. It didn't seem like going from one day to the next or back was anything other than a story-telling device and technical implementation for changing what kind of animation is being played. So what's the significance of transferring with the use of a physical object in the game, especially when the player is just a spectator who can't otherwise interact with anything?

Although the room's lighting was pretty good, it didn't highlight the characters in any way. Eve is a beautiful model, but the lighting didn't really do her justice and show her best features.

The spinning Launch rectangle didn't really make any sense given that I played the non-Launch version. Yet it was the second thing that grabbed my attention as soon as I moved into the room. I didn't realize at that time that it was irrelevant, so I went to it and tried interacting with it... I grabbed it and broke the spinning animation, and had to fix that before continuing.

The light ring on the left side of the starting hallway can be seen before the scene fades in.

The first sentence in the intro text has a spelling error ("Departement").

I didn't really understand the story... Here's what I gathered: My body gets stolen. Whose body do I have then, if not mine? Do I have a body? My face is in a puddle, whatever that means. Anyway, I get back home. It's monday, I enter the hallway, and I open the door to the bedroom. I watch as Eve has sex with the perp who stole my body. But they don't see me for some reason. Then I magically change the days of the week with light rings on the wall, and watch Eve and fake me have sex each day, not being able to intervene in any way. Then I get to the final day, and Eve shoots... someone? Not sure who the dead guy is. It can't be me since I just came in through the hallway. But it can't be the perp either, since the perp who stole my body is sitting on the bed.

In Edit mode I found theres some end credits texts. I didn't figure out how to get to the end credits, unfortunately.

That's all I can think of for now.. :)
 
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Really awesome feedback, I appreciate it.

So, so you don't get the wrong way I'm gonna say : don't read that like I'm angry or disappointed. I do know how to accept constructive criticism, and I do not really care about the final rating unless it is a really obvious gratuitous attack.

That said... Ok for the fact that you did like it, I'm glad! It wasn't really obvious in your review.
Also, still on the same feeling... if I take your introduction : what you want is high quality content with all the things you described... 2069 is one of the scene that comes close to what you expect from what you already tested, still... you give it the average. That seem kinda paradoxical to me but hey... not a problem, that's your call :)

I'm not gonna take every point one by one because this is not really the goal. I do understand some of them but... I'm curious how you perceive other scenes ? 'coz you did not review a ton of them seeing your profile.

I mean... generally, most of them have no work on sound at all. Most of them have zero interactions (characters excluded) or tiny efforts on the enviro. 98% have no sound at all for the guy... and I'm saying that because I haven't played all VaM scenes, but me... never seen any audio for the guy. Most of the scenes have no real setup based on the story ( all the thing you say about the characters minding their own business without noticing you ). Most of the scenes use the default buttons to interact with scene loading / animations, I think the only one who tried to use the enviro as a clever way to swap scene is sapuzex. I could go on and on.

I mean for instance. Why do you perceive the cube as something that should be interactable ? I can understand that, but ton of games of animated props without being interactable at all... How is this an issue and how does that translate to something wrong in 2069 ?

I understand that you dug further into your review to give my constructive feedback. Which is awesome. But I'm trying to wrap my head around the fact that your initial reaction is like "well yeap, that's average", when in fact this is apparently something closer to what you'd expect in VaM.

When I see all your bullet points, this is more or less what I would summarize it in my head : "yeap this is cool, but you should have done an AAA level scene for me to be a bit more generous on my review". But that may be the language barrier that prevents me to grasp some implicit meaning of your review and feedback.

Two things tho :
  • Yeap the ring is a limitation of the lighting system. This was my first scene, I still hadn't developped Overlays to compensate that. That's super nit-picking here mate :]
  • The story, yeap some buddies from the community told me there was some stuffs that weren't clear... but Cyberpunk genre is so implicit on basic stuffs to me, that I may have occulted some things that I should have explained. More or less :
    • YOU are the black guy at the end
    • When you wake up, it is the black guy you see in the water... cyberpunk hack = exchanging bodies.
    • Whose body do you have ? The hacker's body of course... I did not feel like it was really necessary to mention.

To conclude : the last part when you talk about the story more in depth makes me understand something : you wanted 2069 to be a full fledge game more or less. And this was not the goal.

It is like 95% of the content you have here : VR porn with an immersion focus and attention to detail. I'm not saying that my content is flawless or what, far from that in reality (at least to my standards). But It was never meant to be as huge as you'd like it to be.

And honestly... I think VaM is far from being able to pull the kind of experience you're suggesting without the creator going crazy, or chocking your CPU to death.

Thank you again for your time, this is rare and valuable. But next time, even if you still feel like I deserve an average rating... feel free to talk about the good stuffs too. For instance, have you ever played a scene with music written for the occasion besides this one ? ;)
 
@hazmhox

Thanks, I'm going to split this up to chunks to make replying easier. Hopefully I can clarify some things.

Also, still on the same feeling... if I take your introduction : what you want is high quality content with all the things you described... 2069 is one of the scene that comes close to what you expect from what you already tested, still... you give it the average. That seem kinda paradoxical to me but hey... not a problem, that's your call :)

I said it comes the closest, not that it comes close. The difference is that "closest" is comparing it to other scenes, while "close" would be an absolute statement. It's like saying the oldest person ever is the closest that humans have come to immortality - doesn't mean it's close.

I'm curious how you perceive other scenes ? 'coz you did not review a ton of them seeing your profile.

I mean... generally, most of them have no work on sound at all. Most of them have zero interactions (characters excluded) or tiny efforts on the enviro. 98% have no sound at all for the guy... and I'm saying that because I haven't played all VaM scenes, but me... never seen any audio for the guy. Most of the scenes have no real setup based on the story ( all the thing you say about the characters minding their own business without noticing you ). Most of the scenes use the default buttons to interact with scene loading / animations, I think the only one who tried to use the enviro as a clever way to swap scene is sapuzex. I could go on and on.

Yeah, almost all of the scenes I've played are completely unplayable and a waste of time. The rest are barely playable, maybe worth a quick look. In general, I can enjoy VAM better by loading some environment, adding some cycle force animation and a few spotlights, it literally takes 15 minutes to do. The same is unfortunately true for 2069, it didn't get me excited at all in the way that VAM scenes should. But you're right, I haven't posted scene reviews before... it just hasn't been worth it. The fact that I felt it worth it to post a review for 2069 is really saying something.

So other scenes would be 1/5 on average, and in comparison the 3/5 for 2069 is pretty good. Most of the scenes around here get great reviews from other people - but I don't think most reviewers are even trying to be objective or to think critically. Maybe people have low standards in this community - back when sapuzex was hailed as the best scene creator, all of his scenes had much more issues than 2069, they never worked correctly when I loaded them and they were extremely boring. And all of them got 5 star reviews on the vamresources site.

Or maybe the only people who review free stuff are people who really like the stuff they review - it's not like anyone's going to post a negative review due to feeling ripped off, since they didn't pay anything.

I mean for instance. Why do you perceive the cube as something that should be interactable ? I can understand that, but ton of games of animated props without being interactable at all... How is this an issue and how does that translate to something wrong in 2069 ?

I didn't say it should be interactable. It just grabbed my attention, and I decided to see what happens if I do interact with it. The only thing wrong with that interaction was that it broke the animation and hence broke the immersion which is not great for a VR experience. Simply setting the atom as not-grabbable would've prevented that. Things like this should be tested thoroughly before release. However, the best thing would've been that the attention-grabbing rotating cube wouldn't have been there at all in the non-Launch version, since it doesn't do anything and doesn't have any role in the scene.

When I see all your bullet points, this is more or less what I would summarize it in my head : "yeap this is cool, but you should have done an AAA level scene for me to be a bit more generous on my review". But that may be the language barrier that prevents me to grasp some implicit meaning of your review and feedback.

Well, I have two questions.
Do you think addressing most of the points I made would've made it an AAA quality scene?
Would it have been possible to address those points while keeping the scope of the game smaller (half the animation length, for instance; things like that), and end up with roughly the same amount of work to finish it?

  • Yeap the ring is a limitation of the lighting system. This was my first scene, I still hadn't developped Overlays to compensate that. That's super nit-picking here mate :]

Well, I don't agree it's nitpicking to bring up any issue with immersion, even if it's a minor issue, when explaining why I didn't give five stars. It's a VR scene, immersion is everything. But, I agree it's probably least important of the issues I encountered.

  • The story, yeap some buddies from the community told me there was some stuffs that weren't clear... but Cyberpunk genre is so implicit on basic stuffs to me, that I may have occulted some things that I should have explained. More or less :
    • YOU are the black guy at the end
    • When you wake up, it is the black guy you see in the water... cyberpunk hack = exchanging bodies.
    • Whose body do you have ? The hacker's body of course... I did not feel like it was really necessary to mention.

Ok... It wasn't obvious that I was the black guy, since I had just opened the door and walked into the room. I mean, how can open a door if I'm lying dead on the floor? :D

What do you mean "when you wake up"? Where does that happen in the scene, cos I don't think I had that. Hmm.

To conclude : the last part when you talk about the story more in depth makes me understand something : you wanted 2069 to be a full fledge game more or less. And this was not the goal.

]It is like 95% of the content you have here : VR porn with an immersion focus and attention to detail. I'm not saying that my content is flawless or what, far from that in reality (at least to my standards). But It was never meant to be as huge as you'd like it to be.

I don't really understand why you think I want it to be a full fledged game or huge. My criticisms focused on the quality, not the quantity. I'd much prefer to have a tiny piece of a game that just works nicely, is immersive, doesn't have obvious issues, and is enjoyable for the short duration that it lasts. I'd much prefer a 2 minute scene that's high quality and impressive, than a 15 minute scene that's boring and flat. 2069 was somewhere in the middle, hence the score. The amount of game I got didn't impact the review at all.

And honestly... I think VaM is far from being able to pull the kind of experience you're suggesting without the creator going crazy, or chocking your CPU to death.

Half of the things I mentioned would be easy to fix, the rest are just a matter of skillful scene design and using the tools already in VAM, and putting in the effort.

Thank you again for your time, this is rare and valuable.

You're very welcome. I hope I don't come across as negative, I'm just happy to explain why I think what I think.

But next time, even if you still feel like I deserve an average rating... feel free to talk about the good stuffs too. For instance, have you ever played a scene with music written for the occasion besides this one ? ;)

I guess when I wrote the review, I didn't feel the need to go into any detail about the good stuffs because I figured it was already clear from other more positive reviews. If I'd been the first to review this, I would probably have posted a more detailed review. :)
 
I said it comes the closest, not that it comes close. The difference is that "closest" is comparing it to other scenes, while "close" would be an absolute statement. It's like saying the oldest person ever is the closest that humans have come to immortality - doesn't mean it's close.

Ok my bad. Language misunderstanding here! I try to improve as much as I can... but I might misunderstand some tiny things like that from time to time.


Yeah, almost all of the scenes I've played are completely unplayable and a waste of time. The rest are barely playable, maybe worth a quick look. In general, I can enjoy VAM better by loading some environment, adding some cycle force animation and a few spotlights, it literally takes 15 minutes to do. The same is unfortunately true for 2069, it didn't get me excited at all in the way that VAM scenes should. But you're right, I haven't posted scene reviews before... it just hasn't been worth it. The fact that I felt it worth it to post a review for 2069 is really saying something.

So other scenes would be 1/5 on average, and in comparison the 3/5 for 2069 is pretty good. Most of the scenes around here get great reviews from other people - but I don't think most reviewers are even trying to be objective or to think critically. Maybe people have low standards in this community - back when sapuzex was hailed as the best scene creator, all of his scenes had much more issues than 2069, they never worked correctly when I loaded them and they were extremely boring. And all of them got 5 star reviews on the vamresources site.

Or maybe the only people who review free stuff are people who really like the stuff they review - it's not like anyone's going to post a negative review due to feeling ripped off, since they didn't pay anything.

Ok that's cool. And yeap you're right... I think that most of the 5* reviews are dropped by respect especially for free content. I do have this exact behavior, but I'm giving an advanced review to compensate.

This is an issue of the rating system in the community : if a content gets no review, or bad review, it is considered ( at first sight ) like "not worth the time" by most of the community. If everyone was actually reviewing, giving feedback : it would be a problem. But since the percentage of reviews is under 0.1%, getting an honest, structured and interesting review does not show it as "potentially interesting to check" if it gets a bad star rating... but well, no one reads :]
I'm the guy who says that notes / ratings (even on video games, movies, whatever), should disappear for actual real feedback.

I agree with sapuzex content, I did have issues all the time... but the fact that I am an actual creator and understand all the mechanics behind it makes me a bit more "soft" on how I rate the scene based on the amount of work and issues he/she could have faced during the creation.


I didn't say it should be interactable. It just grabbed my attention, and I decided to see what happens if I do interact with it. The only thing wrong with that interaction was that it broke the animation and hence broke the immersion which is not great for a VR experience. Simply setting the atom as not-grabbable would've prevented that. Things like this should be tested thoroughly before release. However, the best thing would've been that the attention-grabbing rotating cube wouldn't have been there at all in the non-Launch version, since it doesn't do anything and doesn't have any role in the scene.

Yup. Mistake on my part.
But I do not agree on the "shouldn't be here" for the non-launch version. I love cosmetic stuffs in game creation. Interaction bug aside, I'm gonna keep doing that kind of stuff... seeing cool rotating things in VR... is cool :]


Well, I have two questions.
Do you think addressing most of the points I made would've made it an AAA quality scene?
Would it have been possible to address those points while keeping the scope of the game smaller (half the animation length, for instance; things like that), and end up with roughly the same amount of work to finish it?

No and no.
"AAA" was hyperbole... I think you might understand what I' trying to say by that.

I think that's the exact same problem when gamers says "just update that easy thing", "just do this"... they have actually no clue of the amount of work to fix something or to improve something in reality. Something that might be perceived as easy to fix, may not be that easy to fix.

For instance, having an actual behavior for characters or having them react to you... is not something that is remotely close to feasible in VAM without spending months to make it at least kinda cool. And I'm not sure that, based on how the game/engine works, that it would be actually possible.

For instance, the fact that you say that you spend 15 minutes slapping a cycle force is revealing. Have you ever replaced that cycle force by a Timeline for instance ? That is more than 20secs long ?


Well, I don't agree it's nitpicking to bring up any issue with immersion, even if it's a minor issue, when explaining why I didn't give five stars. It's a VR scene, immersion is everything. But, I agree it's probably least important of the issues I encountered.

Yeap I agree. But it is as fixable as someone saying that Dreams sculpt on PS4 looks too much "voxely". I understand the report... but it is beyond my reach, it is an engine limitation : )


Ok... It wasn't obvious that I was the black guy, since I had just opened the door and walked into the room. I mean, how can open a door if I'm lying dead on the floor? :D

What do you mean "when you wake up"? Where does that happen in the scene, cos I don't think I had that. Hmm.

Talking about no one reads earlier.
It is the card at the beginning... this is not animated ;)


I don't really understand why you think I want it to be a full fledged game or huge. My criticisms focused on the quality, not the quantity. I'd much prefer to have a tiny piece of a game that just works nicely, is immersive, doesn't have obvious issues, and is enjoyable for the short duration that it lasts. I'd much prefer a 2 minute scene that's high quality and impressive, than a 15 minute scene that's boring and flat. 2069 was somewhere in the middle, hence the score. The amount of game I got didn't impact the review at all.

This was my interpretation of your feedback. I may have misunderstood. The fact that you talk about characters not reacting, not being able to interact... makes me think that it's what you want ? Am I mistaken ?


Half of the things I mentioned would be easy to fix, the rest are just a matter of skillful scene design and using the tools already in VAM, and putting in the effort.

Nope. ( besides fixing an interactable rotating square ;) ) I don't know what is the biggest thing you did in VaM... but definitely not. For instance : did you know that animation patterns have a huge influence on the perfs of a scene ? Don't ask me why... we just noticed that with spacedog. The speed at which the scene loads, the amount of memory... AP have an impact that I don't understand.

If you start to build a scene that is rather complex, the engine starts to show its limitations pretty quickly. Again, don't ask me why... I don't know why. And 2069 is just complex because of simple text fades, a simple button to open a door or enviro animations.
I've fixed that by building a set of tool for me (and the community), I kinda hope that it is going to compensate this issue in my next scene.


I guess when I wrote the review, I didn't feel the need to go into any detail about the good stuffs because I figured it was already clear from other more positive reviews. If I'd been the first to review this, I would probably have posted a more detailed review. :)

Yeah I understand that. But this is a syndrom that exists on the internet (most of the time), taking the time to review what we don't like or we'd improve, not spending time on things we did like.

I do get now, discussing together, that your intentions are good. Your feedback is important. But highlighting the good stuff is also what motivates people to continue improving. As I was saying, In my line of work... I'm used to "useless reviews" and dealing with those... you know the basic "this is shit". I'm just saying that for creators around here that may not have the same resilience as me... pointing out things they did great is always welcome ;)

Thank you everlaster, I may consider contacting you for beta testing if that's something that interests you.
 
Ok my bad. Language misunderstanding here! I try to improve as much as I can... but I might misunderstand some tiny things like that from time to time.

Yeah no worries!

Ok that's cool. And yeap you're right... I think that most of the 5* reviews are dropped by respect especially for free content. I do have this exact behavior, but I'm giving an advanced review to compensate.

This is an issue of the rating system in the community : if a content gets no review, or bad review, it is considered ( at first sight ) like "not worth the time" by most of the community. If everyone was actually reviewing, giving feedback : it would be a problem. But since the percentage of reviews is under 0.1%, getting an honest, structured and interesting review does not show it as "potentially interesting to check" if it gets a bad star rating... but well, no one reads :]
I'm the guy who says that notes / ratings (even on video games, movies, whatever), should disappear for actual real feedback.

This is all very true. There's a bit of a risk in giving a rating that reflects what you actually think, when all other reviews have a positive bias due to the content being free. But the ubiquitous five star reviews just discourage me from posting reviews since I know my review will be more critical and to the point than people might be used to. So the content I review has to be either genuinely good - in which case I give it a high rating because it's true - or it has to be ambitious and serious enough such that a critical review doesn't come across as pointless bashing. If it's easy to see from the end result that the scene didn't take much effort to make, a critical review doesn't really help the creator. It's not like they don't know that they could've spent much more time and effort on it.

No and no.
"AAA" was hyperbole... I think you might understand what I' trying to say by that.

I think that's the exact same problem when gamers says "just update that easy thing", "just do this"... they have actually no clue of the amount of work to fix something or to improve something in reality. Something that might be perceived as easy to fix, may not be that easy to fix.

For instance, having an actual behavior for characters or having them react to you... is not something that is remotely close to feasible in VAM without spending months to make it at least kinda cool. And I'm not sure that, based on how the game/engine works, that it would be actually possible.

For instance, the fact that you say that you spend 15 minutes slapping a cycle force is revealing. Have you ever replaced that cycle force by a Timeline for instance ? That is more than 20secs long ?

But I'm not a gamer saying "just update it". I've played around in Edit mode so much that I have a pretty good grasp how easy or difficult something is to actually make, even though I've never released any actual scenes myself. I genuinely think it's possible to fix most of the things I found wrong with 2069 with a reasonable amount of effort - it's not just a feeling that it should be easy, it's that I have actual ideas and solution to those problems and I think I know how to implement them.

Characters reacting to you is not difficult to do, as long as you aren't trying to create a full blown AI with human-like behavior or something crazy like that. E.g. have some collision triggers on the person's body to make them change their expression or make sounds when you touch them. Or have some dialogue options and make them respond to what you say, even if it's just text. There's dozens more of similarly simple things that are possible to do in VAM, you just have to use imagination - the combinations of triggers and events are almost endless.

As for the cycle force - why would I spend hours trying to create an animation by hand in Timeline, if I can get a better end result in 15 minutes with cycleForce, and make it loop indefinitely with randomness using FloatParamRandomizer? As mentioned, Weeb does animations like this and they look great. Just because Timeline exists doesn't mean you have to use Timeline for every kind of animation. You can still use it to trigger the cycleForce on/off as needed, of course, or to animate transitions.

Yeap I agree. But it is as fixable as someone saying that Dreams sculpt on PS4 looks too much "voxely". I understand the report... but it is beyond my reach, it is an engine limitation : )

You can work around it. Why have that light ring in the player's field of view if it doesn't work correctly during the scene's fade-in?

Talking about no one reads earlier.
It is the card at the beginning... this is not animated ;)

Oh, you mean the premise of the story. Yes, of course, read that many times. The issue is that I didn't connect the dead body on the floor to the face I saw in the puddle, because as I said, I had just walked in through the door. How can I be both the dead guy and the guy in the corridor like in the previous days? Nothing indicated it was supposed to be an out of body experience. The door reacted to me opening it just like it did in the previous days. [See the next reply] At that point, I thought I must have missed some part of the story because apparently there was a third guy in the story that nobody told me about. When you talked about "when you waked up" in the previous post, I thought maybe that was a scene that didn't even play for me, and that it would've explained something.

This was my interpretation of your feedback. I may have misunderstood. The fact that you talk about characters not reacting, not being able to interact... makes me think that it's what you want ? Am I mistaken ?

How do you get from "interaction" to "full fledged game", as these things don't seem to have anything to do with each other? To answer your question, yes you're mistaken. The examples of character interaction I wrote above don't need the scene to be huge.

Nope. ( besides fixing an interactable rotating square ;) ) I don't know what is the biggest thing you did in VaM... but definitely not. For instance : did you know that animation patterns have a huge influence on the perfs of a scene ? Don't ask me why... we just noticed that with spacedog. The speed at which the scene loads, the amount of memory... AP have an impact that I don't understand.

Scene files are just JSON files and the bigger the contents of that file, the longer it takes for VAM to load it into memory. It shouldn't really affect fps, just loading time and the use of memory. There are two solutions to that problem: either make your scenes small enough that the number of animation steps per scene isn't too much, and animate more with physics (CycleForce etc) so that the node positions are calculated on the fly instead of stored in the JSON.

If you start to build a scene that is rather complex, the engine starts to show its limitations pretty quickly. Again, don't ask me why... I don't know why. And 2069 is just complex because of simple text fades, a simple button to open a door or enviro animations. I've fixed that by building a set of tool for me (and the community), I kinda hope that it is going to compensate this issue in my next scene.

Yeah, the more VAM Atom bloat you can replace with custom code and plugins, the better performance you're going to get - especially when it comes to the size of the scene JSON and the effect of that on loading time and memory use. Of course, most scene creators rely on plugin creators to do the coding for them, and that's perfectly fine. You can still get a lot of cool stuff done with the plugins that are currently available, even if you're not a programmer!

Yeah I understand that. But this is a syndrom that exists on the internet (most of the time), taking the time to review what we don't like or we'd improve, not spending time on things we did like.

I do get now, discussing together, that your intentions are good. Your feedback is important. But highlighting the good stuff is also what motivates people to continue improving. As I was saying, In my line of work... I'm used to "useless reviews" and dealing with those... you know the basic "this is shit". I'm just saying that for creators around here that may not have the same resilience as me... pointing out things they did great is always welcome ;)

Thank you everlaster, I may consider contacting you for beta testing if that's something that interests you.

I hear you. I'll repeat what I said in my review - I hope to see more scenes from you. I will also try to be available for beta testing and pre-release feedback if/when you need it :)
 
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Oh, you mean the premise of the story. Yes, of course, read that many times. The issue is that I didn't connect the dead body on the floor to the face I saw in the puddle, because as I said, I had just walked in through the door. How can I be both the dead guy and the guy in the corridor like in the previous days? Nothing indicated it was supposed to be an out of body experience. The door reacted to me opening it just like it did in the previous days. At that point, I thought I must have missed some part of the story because apparently there was a third guy in the story that nobody told me about. When you talked about "when you waked up" in the previous post, I thought maybe that was a scene that didn't even play for me, and that it would've explained something.

Sorry, this wasn't correct: "The door reacted to me opening it just like it did in the previous days" - it did not, I just remembered it as if it did.

When I quickly went through the scenes just now, the final scene started with me on the bed as if possessing the guy with my body, and then the credits rolled. This is probably what was intended, right? In previous playthroughs the final scene had bugged on me - I was positioned in the doorway, not on the bed. So I was looking at the three people from the doorway, as if I had just come in. And there was no transition to credits. I'm going to try to reproduce this issue...
 
In previous playthroughs the final scene had bugged on me - I was positioned in the doorway, not on the bed. So I was looking at the three people from the doorway, as if I had just come in. And there was no transition to credits. I'm going to try to reproduce this issue...

Found it - the final scene uses Passenger which doesn't work if Head Collider is on. I didn't notice that error in the log during the previous playthroughs, but I had turned it off yesterday when using another scene that required Passenger, which is why the scene played correctly today. If Head Collider is on, you just start the scene in the default position in the hallway (but the door is already open). Maybe now you can imagine my confusion :LOL:
 
Found it - the final scene uses Passenger which doesn't work if Head Collider is on. I didn't notice that error in the log during the previous playthroughs, but I had turned it off yesterday when using another scene that required Passenger, which is why the scene played correctly today. If Head Collider is on, you just start the scene in the default position in the hallway (but the door is already open). Maybe now you can imagine my confusion :LOL:

Ho really ? I didn't know that :/
That's kinda problematic when I think about it, my next scene revolves around an heavy use of Passenger >_<
 
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