Unfortunately that is also an example to why there are so few and limited vam experiences despite it being an amazing creative tool. He received very little support and feedback compared to the ton of work he put into it.
You say that but I think it's a catch-22 thing. Here's why I think stuff like that never came to be:
1. support: as a creator you need support to motivate you to do and maintain high quality but you won't really get considerable support until you deliver high quality
2. time: it takes a lot of time and know-how to do quality stuff in vam and it's a very long path from potential/idea to execution, even more so to quality execution
3. reward: the prospect of losing tens of hours and (maybe) making 20-50$ is not appealing to a lot of people here and for good reason. I think there are a lot of people that made crazy vam stuff but kept it to themselves simply because it was easier than to share. I was one of them. If you make something out of passion and curiosity in N hours, it's unlikely you'll care about spending another N or 2N hours extra to make it community-ready so that maybe you get 10 likes and $5. It's a matter of how you value your own time
1+2+3: When you make something that not a lot of people care about, lose a lot of your time in the process and it doesn't look like you're going to ever get anything in return, it's only rational to change course.
Mining asteroids for resources has huge potential too...
I came here with the same perspective. Couldn't for the life of me understand why models and assets were still the focus and not interaction, gameplay, experiences. But when you'll start making and sharing your own stuff you'll quickly see it's a whole lot more work than it seems. At some point you'll ask yourself if you're wasting your time, you'll open a scene with Ridley Weed 1.5 and start shaking your pepsi furiously at her while dragging her sliders until you accidentally drag the wrong one that makes her look like the hulk on krokodil and you'll throw the vr headset away in feigned revolt and move to more productive and satisfying stuff. Like pornhub.
If nobody did it in 5 years since vam is around, in my opinion it's safe to say nobody is going to do it anytime soon.
It's very possible somebody did it already and it just flew under the radar. I think you overestimate the interest for non-adult stuff here.
On a more optimistic note, I'm working and putting a lot of thought into some educational stuff too. But it's going to be very much adult-oriented however.
What I'm doing:
- flashcard system, looking at integrating anki decks right now
- classroom minigame part of a larger gameplay, role-play, grade students, tests
- I didn't want to do some boring little repetitive minigame, i hate stuff like huniepop and the asian market approach to adult gaming minigames. I thought about this
https://en.wikipedia.org/wiki/Learning_by_teaching instead
- the plan is to allow you to set a deck of flash cards. maybe you want to learn french or spanish or whatever.
- in game then the lessons/questions/tests will use those flashcards. Your sudents will answer either right or wrong (based on some personal attributes) and it's up to you to approve or disprove their answer.
- there's a class opinion of you mechanic. If you don't know the answer yourself and check your cheat sheet, their opinion of you will get lower. Also if you approve a wrong answer, they'll think less of you and also become more rebellious
For meditation/recreational stuff, i recommend my demo scene from
https://hub.virtamate.com/resources/spqr-pull.15005/ as a quick reference on how to do water and a sunset with vanilla vam. You're welcome to use it as you please if you want to of course.