Yore VR cover
Yore VR screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Yore VR

Cave Walkthrough video

https://www.youtube.com/watch?v=nZJAVOl4FmM

A BIG THANKS to Jeremiah for recording the footage for us. We have the majority of the cave system in, and now it's just a matter of filling it with traps, puzzles and beasties! CLICK HERE to see link to the video

THANK YOU THANK YOU THANK YOU and Happy Holidays



Without getting too mooshy on y'all I wanted to take a moment during this wonderful time of year and express my deepest thanks and gratitude for each and everyone of you.

From the moment we decided on the name 'Yore VR' we knew that the community would make this game, in fact we were betting on it, and sitting here, barely 2 months after our rocky start I can honestly say that Yore is evolving beyond what I had imagined because of the amazing community that has risen up around. I can't thank you all enough for believing in Yore, it is because of your support that we are able to scale up our team and seriously scale up our ambitions as we move into the new year!

I'll make you all a promise going into 2017 - You all keep sending in your ideas, reporting bugs and contributing with your suggestions and critiques and I will devote every dollar and every hour we have to turning your ideas into Yore VR!

Here are some of the top ideas planned for the next 6 months:

http://forums.playyore.com/index.php?threads/thank-you-for-this-amazing-year-and-thank-you-for-making-2017-possible.262/

0.3.9.2 Update - Let it snow!



World Additions and Adjustments



  • Snow and Festive additions added to main map
  • Snow materials added to world and excluded from key objects
  • Volumes added to prevent snow from falling indoors
  • Meltable material type added to clear snow on objects brought inside
  • Pub setup and re-added
  • 5 Pub tiers setup to be gradually built
  • Pub can now be purchased
  • More foliage, props and nicknacks added to cave
  • Additional refinements and visual effects added to the cave
  • Reduced steepness to some of cave slopes to improve navmesh
  • Cooking fire heat source radius reduced
  • Added console commands to spawn resources at will in beta build


Fixes



  • HOTFIX: Several objects fixed to no longer affect navmesh
  • HOTFIX: Falling Planks removed causing navmesh to update every second
  • Wolves no longer attack Skelly
  • Wolves no longer attack Skelly
  • Deer spawners cleaned up to avoid stacking deer
  • Weapon's won't float away when initially picked up
  • Cart recall fixed
  • Cart handle fixed


Oculus Touch


Touch support is a work in progress, we appreciate your patience as we work through this

  • Analog sticks setup
  • Teleport and menu triggers setup
  • Auto detect Touch
  • Added touch checkbox in menu
  • Vive dpad mode reworked to not steal input from touch

YVR Dev Vlog 11 - Wolf Packs, Caves, FXAA and more

https://www.youtube.com/watch?v=PcOGJXBLDio


1 - Delete Save Data feature
2 - FXAA / TXAA toggle and differences
3 - Cave system
- Torches and lighting
- Points of Interest
- Main chamber
4 - Crossbows working
5 - Wolves
- Pack behavior
- Death and Dying
6 Cooking and eating

0.3.8 Hotfix - Progress Save and Oculus Touch Issues

[H1]Fixes

  • Corrupt GUID's preventing progress from saving properly [B]
  • *Thanks Jeremiah**[/B]
  • The Fix wiped current progress - For limited period of time building costs are essentially zero to allow you to rebuild
  • Oculus Touch Left Analog should be working and bound to movement [B]
  • *
    Thanks chaoko954 & Rick Black & R3volve & Lumps**[/B]
  • Wolves no longer attack Skelly [B]
  • *Thanks Turbatus**[/B]


Additions


Update 0.3.7 - Caves, wolves, death and Oculus Support

Caves



  • Cave structure created
  • First pass at ivy and foliage
  • Waterfalls and streams added
  • First pass at ruins and props
  • First pass at lighting
  • Caves added to the main map for players to find
  • Skylight disabled when player enters caves
  • First pass at cave post processing settings
  • Trigger added to despawn main level when in caves and despawn caves when you have left


Deer:



  • Deer Herd Mentality in, they will group up and act together
  • Deer will elect a leader to follow when in a grou
  • Deer will choose new leader if current leader dies
  • Fear is shared amongst the group
  • AI flee as a group


Wolves



  • Wolve animations setup
  • Wolve footsteps play sounds
  • Hurt and Death noises added
  • Wolf stops targeting once target is killed
  • Wolves will attack player on sight or sound
  • Wolves can attack and damage player
  • Wolf attack cooldown added
  • Lone wolf added that will stray outside of it's territory and wander entire map
  • Wolves will howl upon sighting player
  • Other wolves who hear howl will path to first wolf and attack together
  • Howling will spook deer and other neutral ai causing them to flee
  • Sleep wolves added
  • Wolves will return to spawn point after chasing player for max distance
  • Added max wander distance variable to define wolves territory
  • Added Alarm radius where Wolves will track and approach player once they are close enough
  • Added Wolf spawners to map
  • Wolves will hear the player from a greater distance
  • Wolves have random delay on their attack so they don't all attack in sync
  • Wolves won't call for help if they are attacked first
  • Wolf health increased


Oculus Touch


<*> Auto-Detect if Oculus is connected
<*> Left Analog controls movement
<*> Right Analog controls player rotation
<*> Analog button opens menus
<*> a/x mapped to teleport


Fixes and Tweaks


<*> Changed Default AA method from Temporal to FX
<*> Added AA method toggle(FXAA/TXAA) in Advanced Graphics menu
<*> Movement Speed now saves properly
<*> House sign and chest disappear around back when it is fully upgraded
<*> Basket Spawner added
<*> Belt no longer prevents crossbow reloading
<*> Buns and fruit no longer spoil
<*> Blooms no longer disappear as soon as they are thrown into furnace, they need to be heated up to min temp before they disappear
<*> On game load, physics objects spawn slightly higher to prevent them from falling through tables - Commity fix
<*> Blooms placed into Top of Smelter no longer block ore if not melted but game reloaded - Commity fix
<*> Bloom no longer disappear immediately after thrown into smelter - Commity fix
<*> Hands rotated outwards to appear more natural - Community fix
<*> Tools can no longer bat cart around - Community fix
<*> Noise player generates travels much further now
<*> Resource yield clampable to allow us to give wolves more health than deer but yield less meat
<*> Material fixed for decal on blood drips from deer
<*> New Game / Delete Save data scroll added to main menu house
<*> Nav Mesh fixes to main map and caves

Yore VR Dev Vlog #10 - Hunting and Player Stats

https://www.youtube.com/watch?v=izjZl_Vm6HY
Click to see video

00:00 - 01:20 - Intro



  • Weapon Spawners - Silhouettes on the wall that you can grab which spawn new weapons and items in your hand
  • Target Practice


01:21 - 02:30 - Hunting



  • Creeping up on the deer to demonstrate the comfort zone
  • Deer gets scared once I invade his comfort zone
  • Once within the zone, deer will flee to get that distance away again
  • Crouching and walking emits less noise allowing me to get closer
  • 4 Shots to take down the deer because I keep on hitting it in the hind legs

02:31 - 03:44 - Harvesting and cooking the meat



  • 2 pieces of meat per deer
  • Hunger and Stamina is now setup on the backend
  • Not hooked into any systems on the front end
  • Next step is to hook it up to activities in game that will drain and gain bonuses from having full stamina
  • Meat glows red when you get close to a heat source like the cooking rack
  • Can put the meat on the rack or on the coals/fire itself
  • Takes about 60 seconds to cook deer meat
  • Can’t eat it until it is cooked

03:45 - 05:17 - Detailed hunting explanation



  • Deer AI
  • Deer takes an arrow(to the knee) and will automatically run
  • Comfort zone exists that causes deer to panic when a player gets within a certain distance
  • The more deer the player kills the more the deer will fear them
  • As the player builds up more of a reputation with Deer as a hunter this comfort zone will increase causing the deer to flee sooner
  • Deer will also run faster depending on reputation and will run further away
  • This is a way for us to keep things challenging and difficult for experienced players
  • Also a good way for players that do not hunt to co-exist peacefully and get closer to the deer

05:18 - 06:42 - Player Stats(Health, Stamina, Hunger and Thirst)



  • We have implemented 3 out of the 4
  • Thirst will likely come in 2017
  • Everything that you do that requires physical endurance will be affected by Stamina
  • Harvesting resources will get bonuses if stamina is full
  • Will be able to run faster for longer with full stamina
  • Will be able to teleport further and have less of a cooldown if stamina is full
  • Stamina Regen will be affected by how full your belly is.
  • Hungry players will regen stamina slower
  • Starving players will start loosing health over time
  • We want to limit how much we punish players with the hunger system but we do want to give bonuses for going to the effort of keeping your stomach full
  • Health Regen will be affected by how full you are. Starving players won’t regen health

06:43 - 07:08 - Cooking



  • Can only eat cooked meat.. Meat will spoil if it is not cooked
  • Meat will spoil if it isn’t cooked, will go green
  • Can’t each raw meat, need something to cook it.
  • Just need to bring the food up to your mouth to eat it.

07:09 - End - Outro



  • Tell us what you think and what you want to see next: http://forums.playyore.com
  • This is a community driven project so we really love any feedback that you have to give!

0.3.3.3 Hotfix - Cart woes

Apologies for the slew of hotfixes this week. We converted our cart over to a different kind of object in the engine to fix an issue that was happening when the recall button was used however this opened up a pandora's box of other issues which were far more severe than the one we were trying to fix in the first place, rendering the cart incredibly unstable.

Soooo I've rolled back our cart to before this conversion and we are going to spend the rest of the week recoding the cart system from the ground up to be much more robust and stable in every way.. Until that happens however the issue with the cart recall is still present so use that at your own risk but at least the cart itself is useable and should behave as expected for the most part


[H1]BAD CART, BAD!![/H1]

0.3.3.2 Update - Omnomnom (Food, eating and other things)

General additins and fixes


  • Iron Pickaxe no longer collides when on belt
  • Fix bow string issues
  • Added AA strength slider in Advanced graphics menu
  • Tools now detach from belt properly
  • Cart hook no longer steals tools on belt
  • Arrows stuck in deer body get destroyed when deer body destroyed
  • Deer no longer spawn on top of each other
  • AI will no teleport to the ground before spawning
  • AI can now see the player, not just hear them
  • Sleeping AI are blind
  • Can no longer destroy sword blade with hammer
  • Main house tiers now saving properly
  • Fixed axe/pickaxe not damaging targets until droppd/switched hands
  • Rocks and trees no longer respawn if something is in the way
  • Cart now SK mesh, can be recalled without spazzing out
  • Increased cost of blacksmith back to normal values
  • Bow rotation issues improved
  • Upgrade box for house appears properly after reload
  • Goats foot lever gripped properly from belt
  • 0.3.3.1 - Cart stababilized
  • 0.3.3.2 - Cart contents freezes again once settled in cart





Stamina and Food - nearly complete


  • Player now has a 'mouth' volume. If food is brought to the mouth it will now be eaten
  • Eating Sound added when eatingin Food
  • Cooked meat, Orange and Bun added as food resources
  • Food gives immediate stamina boost and increase stamina regen over time


Health - setup but not implemented


  • Player now has a health value
  • Torso, Legs and Head now have health values
  • Take damage event added to trigger sounds and effects
  • Player now makes use of Yore collision system to detect impacts on various parts of the body
  • Hurting Volume added which will do pre-defined damage to player when they collid with it
  • Hurting Volume can do repeated damage on a timer for things like standing in a fire or holding something that is too hot
  • Damage Overlay opacity governed by amount of damage received
  • Black overlay appears when head health is low
  • Gravestone appears at location of player death
  • Starter health has respawn point if player dies

Yore VR 0.3.1.1 Hotfix - Deer brains de-dumbified and other fixes

[H1]Deer / AI
- Deer no longer get at edge of map
- Deer no longer stop in their tracks like a deer in the headlight when they dont' have a valid path
- Added deer safe spots that they run to when all other pathing options fail
- Deer recalculates path much more often, results is less stuck deer but jerky zigzagging movement, will improve as time goes on
- Deer Health reduced
- Deer Stamina increased


[H1]Bug Fixes
- Homemade bow no longer offsets when swapping hands while in belt sphere
- Fixed performance stutter when you hit your first tree
- Reload level button now reloads you in main menu map if you initiate reload from there
- Hand rotation bug when locking Crossbow for first time fixed
- If player walks from locked crossbow the lock location resets back to player
- If swapping weapon from hand to hand while inside belt sphere grip got offset


[H1]Changes and Additions
- Drying rack added for drying deer meat, hasn't been tested much so functionality not gauranteed
- Belt sphere adjusted so it doesn't stick out as much