VR support


1.) Added basic VR support. It was easy to do since most of the code was ported over from Tomboy Adventure. The difficult part (that I never figured out) was the character editor. It has so many sliders, tabs and toggles that making a user interface that could work both in flatscreen and vr was impossible. If you want to play in vr, you should probably make the characters in flatscreen mode, save, and then load in vr.

VR really does bring things to life, though now I have add touch interaction too (when you see something right in front of you, you want to grab it).


Also, the in-game vr scale is very important, make sure you adjust it while playing. If set too large, it will make everything look small and you don't want that in an erogame.

2.) Added new body sliders for the character editor. They are quite rough and lack polish though. I wanted to improve them but then figured it might turn into wasted effort if I end up changing clothing or how the character editor works (for example, each slider changing a particular muscle group).

I also started to work on new h scenes but ran out of time to finish them properly. This sort of thing is always a difficult balance.
Is it better to have few high quality scenes, or many average quality ones? I lean in the "high quality" direction (Ignoring that the game has neither atm) but I would like to hear what others think.

Files

Windows 390 MB
Version 6 Apr 22, 2023

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Comments

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(+1)

I'm fine with you further refining the scenes already in place; I think that once you have some good scenes fleshed out it may make it easier to do scenes in general going forward

Including the startup/talking scenes too, or just the final part?

It's difficult to figure out the right balance since if players just skip it then it is wasted effort.

I'd say go ahead and include them too.

The way you're doing things is pretty similar to how MGI works, so I think getting a whole sequence done at a time and then moving on to the next is a good idea.