Sehr cool. To reach more users you should make it available through sidequest. Would love to see a tutorial how to start programming for quest in Godoy.
Submission to side-quest is in progress right now. A good starting point for godot quest development is here: godotengine.org/article/godot-oculus-quest-support
Holger Dammertz I already tried to follow that instructions without success. Started a discussion about it and I think they reworked it. Will have another look these days
If you want you can also join the #xr channel in the official Godot discord: discord.gg/zH7NUgz there it is quite easy to ask for help and resolve problems
@S3ntry YT I plan to release the source soon. But don't expect much; it is a huge mess as it was originally intended as a quick prototype to test jog in place locomotion. It will be MIT license.
This works really well on the oculus quest! This game is super fun to play! Can’t wait to see future updates to this game! I also develop games too, I just started working on a VR project in unity.
The second a game has hand based climbing? *I'm sold instantly.* Since most game just fade to black and your on the top or you just hold forward and slide up.
Nice :-). But don't expect too much; it is still a very early prototype. If you run into problems you can also join the new discord and ask for help: discord.gg/sbV2pq. Have fun!
This has to be the best minecraft clone for vr, would love to see more stuff appear for this game.. maybe cooking? Make glass with sand and wood in a furnace.. and make garden pots
just played on quest, got full iron tools with my anvil and made a basement to store them and my crafting stations, lovely game, i would just like if you added some sort of bed or night system and animals, or perhaps monsters in the caves or new ores? very good game though, just some suggestions.
What specs are you running this on? And did you implement occlusion culling in some way (since Godot doesn't have that feature at this time) or was the performance good enough without it? Also, the running speed seems a little bit low, at least on video. Is there a way to run faster?
This runs on the Oculus Quest VR Headset; so it is Android with a Snapdragon 835 processor @ 72Hz. Occlusion culling would not have helped in this kind of rendering; the voxel world is chucked into only a handful of meshes to reduce draw calls. I tweaked the graphics/rendering so that it works smoothly at the 72hz without framedrops so it runs fine on the quest. The jog speed in the 0.3.0 was the average human walk speed; I changed it in the 0.3.1 update to a system that went to jogging speed after a few steps.
Haven’t downloaded this yet but I’m happy that the community has given you this much praise hopefully I can download tomorrow once I get a usb-c to a with data transfer also do you have a place where I can submit bugs if I come across any?
Also a suggestion I see some people are worried about the movement system so perhaps you could add an option to switch the walking to one of the analog sticks or if you’re up to it add a button mapping option you could be an innovator for all be games by writing that code
Thanks for the feedback! Reporting bugs would be really helpful: you could join the voxel works discord (discord.gg/sbV2pq); there it is quite nice and easy to discuss problems or suggestions. But any other channel (youtube, itch, sidequest) can also work for short reports.
I added the option for stick locomotion in the 0.3.1 update; now there are two different modes to choose from. I plan to add some more config options in one of the next updates (but a full configuration system will take me some time)
Holger Dammertz hey thanks for responding I actually just started playing and I absolutely love it I noticed the stick locomotion good choice also one bug/thing I dislike is that you can’t break leaves it’s kind of bugging me and you can get stuck in them if they are on top of you
@@fungamesandstuffwhy2516 Thanks!; the leaves thing is a bug I introduced with the last update to 0.3.4 :( I will try to fix it as soon as possible (hopefully in the next update); it was caused by removing the collision box for plants; this also affected the leaves; I will investigate. Thanks a lot for reporting; this helps a lot to imporove the prototype. At the moment you can only remove leaves if you build something in them and then remove it again.
One potential solution would be to use controller-relative movement direction instead of look direction; but I have not yet implemented this. The main motivation for jog in place was a locomotion method that can be used with hand tracking and that leaves your hands free. With controllers there is also stick-based locomotion. (and jumping is not yet in the prototype at all)
hey would you be able to add a joystick movement option? im just curious because i want to look out for the disabled people, who cant jog on the place.
Hi! As this whole project is intended to be a prototype for jog in place locomotion and the effect of putting in real effort to achieve ingame goals on game design and gameplay mechanics adding it in the current state would defeat the purpose of prototyping this. But I fully understand your point. If this should ever become more then a small prototype I will explore different (and configurable) input methods for sure. From the perspective of making it as close as possible to the real world and to explore how this increases immersion I would need to implement at the moment though an approximation of the locomotion methods in-game that disabled people use in real life but I am not sure this is desirable for this prototype. If you know someone in such a situation I would love to hear their perspective on immersion vs. comfort and also if they have ideas on how to tackle such a problem for a prototype.
i just got this and i wish there was a tutorial on how to place blocks (took me 9 minutes to figure out how ;-;). Anouther idea is multiplayer but i dont expect that for atleast 5 updates. Health and animals would be great too but i dont expect that in the next update. Great work of making a minecraft clone for the quest!
With this prototype I want to explore a bit how only physical movements/interactions in VR can be used to enhance the feeling of reward when playing. (And re-using the same mechanic as for mining seemed like a good first step :-) but I'm open for any suggestions as long as there is some physical activity involved in achieving the result.
HP and a hunger/food system are a great suggestion; someone else also suggested some agriculture; would work good together I think. I will see what mechanics I manage to add in the next updates. First I will need to fix some bugs and add some more items and recipes; But I will try to expand on it as much as I can. Will take time though... lot's of stuff that needs doing in the prototype.
@@dannyz4202 That is an interesting point. I made all blocks 1m in size; scaling the world might not be easily possible. Maybe I can add a method to raise the virtual floor; but that would mean you cannot reach the ground anymore. I will do some research on what could help alleviate this in VR.
@@NeoSpark314 I think an interesting point of contention in most vr projects is calibrating it to work with a vast majority of different body types. If I could suggest something, perhaps if you are using controllers you could simply press a button to go into a "crouching camera" and if not using controllers, have a height calibration and crouch calibration method. Using the data this collects, along with the floor height, you could make it so at a certain point you snap further down in order to reach the floor. Of course figuring out the logistics of this system would be difficult, but I thought I'd throw in my two cents regardless. Cheers for the game!
@@void7357 Thank you for this. This is a very interesting suggestion. If I understand you correctly this would basically change the virtual floor position based on your actual head position. This should make it indeed easier to reach different points. One concern from my side would be that disconnecting the virtual movement from the real movement could lead quickly to motion sickness though. With the current climbing mechanic you can pull yourself from the ground "into" the ground; as lons as you don't run you would stay at this height. But this of course does not solve the problem when you can't reach the ground at all an there is no block nearby that you can grab to pull yourself down. Another thing that I'm currently considering is to make the tools a bit longer; this way it should be possible to mine easier on the ground without needing to lean down.
In the future I think yes. At the moment the code is (as is often the case with prototypes) a huge mess that would make it very hard to make changes without breaking things. But the major components of it (godot, the godot oculus quest toolkit and the voxel module; links in the description) are all open source and could need all the help they can get to improve.
You should instead build a game where you are on sea and you can build ships from blocks in VR and find voxel islands. It would be much more interesting than just another mc clone altho this does look fun
Will you ever make it so you can use the analog stick to move? Also if you are not then will you make the movement faster as it would be exhausting to go at this speed.
Stick movement would defeat the purpose of having a prototype for physical interaction with the world so I would not like to add it. But I am trying to increase the jog speed to average human jog speed in the next update (at the moment it is average walking speed). But I need to make sure that it will not get too imprecise; So probably only after a few steps it will reach full speed.
@@robbiemcnair9963 I released a couple of days ago a small update to v0.3.1; there I have doubled the jog speed; you can get it on sidequest sidequestvr.com/#/app/431 or on itch: neospark314.itch.io/voxel-works-quest
I am continuing a bit to add some new features. Simple ores are already implemented. Mobs will probably take me a very long time to implement but I'm experimenting a bit with something like dungeon instances. I also recently made the full game source open: github.com/NeoSpark314/VoxelWorksQuest so maybe someone else will jump on board too.
Multiplayer would indeed be very cool. But probably a huge amount of work. I will for sure look into this at some point; but I don't know yet how long this will take to achieve.
The video shows still the state of the original 0.3.0 release; since then I made several small updates; the 0.3.1 had the character speed for jogging doubled. The full changelog can be found at neospark314.itch.io/voxel-works-quest
Thanks. Great to hear that you like it :-) What issue to you have with crafting? In this version you craft on top of tree trunks. The few recipes currently in the game are documented here neospark314.itch.io/voxel-works-quest; but one of the next updates will have a simple in game crafting guide to show the recipes.
There should be monsters and more stuff from Minecraft that you could add to your game. Cuz then it will be just like Minecraft! (Not really but still)
I really like the look of this game but I was wondering how to get it on my quest. Because I have side quest and I have the cable and the software to do and I know this because I have Pavlov on my vr. Anyway I was wondering if anyone could help me because I really want to play this game.
No plans in this direction. At the moment this intended as a prototype (originally for jog in place locomotion) but now I try to push it a bit further and see if I can explore some other interesting mechanics for VR with it.
Hmm, this is amazing, but it suffers from a game-breaking glitch that I ran into about fifteen minutes in. I switched to hand-tracking mode and it caused me to fall through the ground on loading the game again...and then saved that progress apparently, so now I just spawn in a black void (presumably) underground. I can't play it in this state. Please make a reset button.
Thank you for letting me know. I completely forgot to add a reset start position button in this release. Will be added in the next update. Sorry for this. For now you would need to uninstall and reinstall to reset the save.
Thanks! Yes... it turned out that implementing mobs is quite a huge chunk of work (both from the coding side as well as the modeling and animation side); but the project is open source and we have a discord where some people already discuss contributions to the project. So in case you have some experience in these areas (and free time) feel free to jump in :-)
Hello it’s me again I’m on my other channel I’m the one who said there’s no difference it’s minecraft and that was Itz Springy I was just wondering because your new update is here but when I go on the game it’s the old Version
Hi, did you install via SideQuest? Then there is an "install latest" option inside sidequest; this should update to the 0.3.2 version. If you installed it manually via adb you will need to download the current version from itch.io and 'adb install -r' to update. I also just created a discord server for Voxel Works: discord.gg/sbV2pq if you want you can join there. It's a bit easier to discuss and resolve problems there.
There are not many recipes in the game yet. The few that are can be seen here at the moment: neospark314.itch.io/voxel-works-quest; But in the next update (hopefully out this weekend) I will have a basic crafting guide ingame that will show you the available recipes.
For jog you really need to raise your knees so that the jog detection triggers; but there is also standard mode where you can use the trigger to move; for the craft you have to do a large swing with your controller; a short distance will not trigger (but in standard mode you can also just press X/A button)
There are only very few recipes implemented in this version. Next update will bring more. The few that are implemented can be seen at the end of the description here: neospark314.itch.io/voxel-works-quest
@@zetushi6932 Not sure what is going wrong for you. If you want you can join our discord server here: discord.gg/5cb444tbzV there asking questions and discussing solutions is a bit easier than in youtube comments.
No; there is nothing yet in this version. You are completely alone in this infinite world... but this is for sure something I will consider in the future.
@@vortexgames744 Nothing yet at the moment (except maybe decorating the wall of your house). I plan to work on adding something to fight against (at least something small and easy); but this will take me quite a while to write the necessary code.
No; it's a prototype and contains only basic gameplay mechanics. The main puprose of it was to test if jog-in-place could work in an open interactive environment.
You craft on top of tree trunks at the moment; after placing the objects (they need to be rotating) you need to hit the area above the tree trunk. But there are only very few recipes implemented at the moment (see the description here neospark314.itch.io/voxel-works-quest); I plan to add more as soon as possible (but need to get the bug fix version out before I have time to add more recipes)
Congratulations. You made yet another inferior Minecraft clone... It's been done, dude. Just 'cause you change up a few minor things and add some different features doesn't mean it isn't a Minecraft clone anymore. Make something unique.
That is the idea of this game and i think you are aware that the game is one of the first ones on the oculus quest to be honest just give the developer time. It’s gonna be a great game:)
Sehr cool.
To reach more users you should make it available through sidequest.
Would love to see a tutorial how to start programming for quest in Godoy.
Submission to side-quest is in progress right now. A good starting point for godot quest development is here: godotengine.org/article/godot-oculus-quest-support
Holger Dammertz I already tried to follow that instructions without success. Started a discussion about it and I think they reworked it. Will have another look these days
If you want you can also join the #xr channel in the official Godot discord: discord.gg/zH7NUgz there it is quite easy to ask for help and resolve problems
@S3ntry YT I plan to release the source soon. But don't expect much; it is a huge mess as it was originally intended as a quick prototype to test jog in place locomotion. It will be MIT license.
i found this on sidequest
If only Minecraft had this level of interaction, really great job. Planning to install it soon from Sidequest!
You should try and work with mojang to get Minecraft VR like this, This is amazing😄
This works really well on the oculus quest! This game is super fun to play! Can’t wait to see future updates to this game! I also develop games too, I just started working on a VR project in unity.
Climbing?
*AWESOME*
The second a game has hand based climbing? *I'm sold instantly.* Since most game just fade to black and your on the top or you just hold forward and slide up.
Yeah, that’s a feature I’ve always wanted in Minecraft itself. Climbing in VR is even more awesome!
Good job on getting this to side quest! Keep on making it better
I found out about this thanks to the new version of Godot, you are a great talent, it is beautiful what you have managed to do, thank you
This game is amazing! U should really make an app that lets u use the jog in place locomotion in other games if that is possible!
This deserves more recognition
Sooo cool! I just got the Oculus Quest yesterday and as soon as I figure out how to use sidequest, I'm going to try this.
Nice :-). But don't expect too much; it is still a very early prototype. If you run into problems you can also join the new discord and ask for help: discord.gg/sbV2pq. Have fun!
This has to be the best minecraft clone for vr, would love to see more stuff appear for this game.. maybe cooking? Make glass with sand and wood in a furnace.. and make garden pots
*I like how he runs*
Anyone else just dying laughing at him running in place?
Yes; I do each time I look at it again :-)
@@NeoSpark314 HOW DO I ACESS MY INVENTORYYYYY
@@N_SPAMZ rotate your palm upwards
i love the climbing mechanic
Thank you.
Nice ! Can't wait for my birthday to get my quest 😣
If there was a version of this with Minecraft textures, I would be happy.
Very nice job. This is amazing!
just played on quest, got full iron tools with my anvil and made a basement to store them and my crafting stations, lovely game, i would just like if you added some sort of bed or night system and animals, or perhaps monsters in the caves or new ores? very good game though, just some suggestions.
What specs are you running this on?
And did you implement occlusion culling in some way (since Godot doesn't have that feature at this time) or was the performance good enough without it?
Also, the running speed seems a little bit low, at least on video. Is there a way to run faster?
This runs on the Oculus Quest VR Headset; so it is Android with a Snapdragon 835 processor @ 72Hz. Occlusion culling would not have helped in this kind of rendering; the voxel world is chucked into only a handful of meshes to reduce draw calls. I tweaked the graphics/rendering so that it works smoothly at the 72hz without framedrops so it runs fine on the quest.
The jog speed in the 0.3.0 was the average human walk speed; I changed it in the 0.3.1 update to a system that went to jogging speed after a few steps.
Haven’t downloaded this yet but I’m happy that the community has given you this much praise hopefully I can download tomorrow once I get a usb-c to a with data transfer also do you have a place where I can submit bugs if I come across any?
Also a suggestion I see some people are worried about the movement system so perhaps you could add an option to switch the walking to one of the analog sticks or if you’re up to it add a button mapping option you could be an innovator for all be games by writing that code
Thanks for the feedback! Reporting bugs would be really helpful: you could join the voxel works discord (discord.gg/sbV2pq); there it is quite nice and easy to discuss problems or suggestions. But any other channel (youtube, itch, sidequest) can also work for short reports.
I added the option for stick locomotion in the 0.3.1 update; now there are two different modes to choose from. I plan to add some more config options in one of the next updates (but a full configuration system will take me some time)
Holger Dammertz hey thanks for responding I actually just started playing and I absolutely love it I noticed the stick locomotion good choice also one bug/thing I dislike is that you can’t break leaves it’s kind of bugging me and you can get stuck in them if they are on top of you
@@fungamesandstuffwhy2516 Thanks!; the leaves thing is a bug I introduced with the last update to 0.3.4 :( I will try to fix it as soon as possible (hopefully in the next update); it was caused by removing the collision box for plants; this also affected the leaves; I will investigate. Thanks a lot for reporting; this helps a lot to imporove the prototype. At the moment you can only remove leaves if you build something in them and then remove it again.
Interesting work. Jogging in place might be nice on paper but seems like a hassle...and how do you strafe and back up, or jump?
One potential solution would be to use controller-relative movement direction instead of look direction; but I have not yet implemented this. The main motivation for jog in place was a locomotion method that can be used with hand tracking and that leaves your hands free. With controllers there is also stick-based locomotion. (and jumping is not yet in the prototype at all)
Hey i got a problem crafting i do what you do but it doesnt give me the pickaxe
I can't even take the blocks
hey would you be able to add a joystick movement option? im just curious because i want to look out for the disabled people, who cant jog on the place.
Hi! As this whole project is intended to be a prototype for jog in place locomotion and the effect of putting in real effort to achieve ingame goals on game design and gameplay mechanics adding it in the current state would defeat the purpose of prototyping this. But I fully understand your point. If this should ever become more then a small prototype I will explore different (and configurable) input methods for sure. From the perspective of making it as close as possible to the real world and to explore how this increases immersion I would need to implement at the moment though an approximation of the locomotion methods in-game that disabled people use in real life but I am not sure this is desirable for this prototype. If you know someone in such a situation I would love to hear their perspective on immersion vs. comfort and also if they have ideas on how to tackle such a problem for a prototype.
Awesome work!
Thank you!
i just got this and i wish there was a tutorial on how to place blocks (took me 9 minutes to figure out how ;-;). Anouther idea is multiplayer but i dont expect that for atleast 5 updates. Health and animals would be great too but i dont expect that in the next update. Great work of making a minecraft clone for the quest!
how do you place blocks
WalrusPersonGames hold a block and shake it at the ground like ur mining
@@qwerty_9537 why do you place like that wtf
With this prototype I want to explore a bit how only physical movements/interactions in VR can be used to enhance the feeling of reward when playing. (And re-using the same mechanic as for mining seemed like a good first step :-) but I'm open for any suggestions as long as there is some physical activity involved in achieving the result.
The game crashes when you try to create a world, and the discord invite in the description is expired.
can you add mobs,hunger,food like meat from sheeps,HP i would love that!
HP and a hunger/food system are a great suggestion; someone else also suggested some agriculture; would work good together I think. I will see what mechanics I manage to add in the next updates. First I will need to fix some bugs and add some more items and recipes; But I will try to expand on it as much as I can. Will take time though... lot's of stuff that needs doing in the prototype.
@@NeoSpark314 Oh and im 4.7FT and the game is very big for me a block is like to my stomach
@@dannyz4202 That is an interesting point. I made all blocks 1m in size; scaling the world might not be easily possible. Maybe I can add a method to raise the virtual floor; but that would mean you cannot reach the ground anymore. I will do some research on what could help alleviate this in VR.
@@NeoSpark314 I think an interesting point of contention in most vr projects is calibrating it to work with a vast majority of different body types. If I could suggest something, perhaps if you are using controllers you could simply press a button to go into a "crouching camera" and if not using controllers, have a height calibration and crouch calibration method. Using the data this collects, along with the floor height, you could make it so at a certain point you snap further down in order to reach the floor. Of course figuring out the logistics of this system would be difficult, but I thought I'd throw in my two cents regardless. Cheers for the game!
@@void7357 Thank you for this. This is a very interesting suggestion. If I understand you correctly this would basically change the virtual floor position based on your actual head position. This should make it indeed easier to reach different points. One concern from my side would be that disconnecting the virtual movement from the real movement could lead quickly to motion sickness though.
With the current climbing mechanic you can pull yourself from the ground "into" the ground; as lons as you don't run you would stay at this height. But this of course does not solve the problem when you can't reach the ground at all an there is no block nearby that you can grab to pull yourself down.
Another thing that I'm currently considering is to make the tools a bit longer; this way it should be possible to mine easier on the ground without needing to lean down.
i hope this get to applab someday
when i got this only the wooden tools are craftable and the stone pick and stuff didnt work
hello I installed the game but it just keeps stopping when I create a new world please help me fix this
Any plan to make it open source ?
I would love to lend an hand :)
In the future I think yes. At the moment the code is (as is often the case with prototypes) a huge mess that would make it very hard to make changes without breaking things. But the major components of it (godot, the godot oculus quest toolkit and the voxel module; links in the description) are all open source and could need all the help they can get to improve.
I love this game!
For me, if I try to cast a pic axe it doesn’t craft. Help
How do you change the crafting recipe and the guide
I tried climbing and it was fun
You should instead build a game where you are on sea and you can build ships from blocks in VR and find voxel islands. It would be much more interesting than just another mc clone altho this does look fun
Eventually try and get this on the oculus quest store,then you’ll get more players,because not everyone uses side quest.
Thanks, Captain Obvious. FYI.. SideQuest is what devs use when they're working on a game.
Dudley DooRight it is also used for games that dont get accepted by oculus’s strict regulations for games
All this game needs is health hunger and mobs
This is a really cool game. Would multiplayer be possible?
Will you ever make it so you can use the analog stick to move? Also if you are not then will you make the movement faster as it would be exhausting to go at this speed.
Stick movement would defeat the purpose of having a prototype for physical interaction with the world so I would not like to add it. But I am trying to increase the jog speed to average human jog speed in the next update (at the moment it is average walking speed). But I need to make sure that it will not get too imprecise; So probably only after a few steps it will reach full speed.
Holger Dammertz that sounds great!
@@robbiemcnair9963 I released a couple of days ago a small update to v0.3.1; there I have doubled the jog speed; you can get it on sidequest sidequestvr.com/#/app/431 or on itch: neospark314.itch.io/voxel-works-quest
I’m late but what are controls for quest?
Amazing game, I love it. Are you planning to add any new things like ores, mobs, etc?
I am continuing a bit to add some new features. Simple ores are already implemented. Mobs will probably take me a very long time to implement but I'm experimenting a bit with something like dungeon instances. I also recently made the full game source open: github.com/NeoSpark314/VoxelWorksQuest so maybe someone else will jump on board too.
The pickaxe crafting isn’t working
Looks cool! Would you ever make a multiplayer option? I'd love to play this with my friends
Multiplayer would indeed be very cool. But probably a huge amount of work. I will for sure look into this at some point; but I don't know yet how long this will take to achieve.
Have you been updating the game?
very nice but i think the speed in which the character walks should be increased.
The video shows still the state of the original 0.3.0 release; since then I made several small updates; the 0.3.1 had the character speed for jogging doubled. The full changelog can be found at neospark314.itch.io/voxel-works-quest
I GOT it at sidequest today i love IT the only problem is crafting
Thanks. Great to hear that you like it :-) What issue to you have with crafting? In this version you craft on top of tree trunks. The few recipes currently in the game are documented here neospark314.itch.io/voxel-works-quest; but one of the next updates will have a simple in game crafting guide to show the recipes.
I can’t find it on side quest
You guys really need to add another walking options
What would you need? There is already stick locomotion and jog in place implemented.
Holger Dammertz
Oh ok i thought there wasn’t stick locomotion lol
There should be monsters and more stuff from Minecraft that you could add to your game. Cuz then it will be just like Minecraft! (Not really but still)
Amazing!
I really like the look of this game but I was wondering how to get it on my quest. Because I have side quest and I have the cable and the software to do and I know this because I have Pavlov on my vr. Anyway I was wondering if anyone could help me because I really want to play this game.
Do you have plans to maybe bring this to psvr one day
No plans in this direction. At the moment this intended as a prototype (originally for jog in place locomotion) but now I try to push it a bit further and see if I can explore some other interesting mechanics for VR with it.
Hmm, this is amazing, but it suffers from a game-breaking glitch that I ran into about fifteen minutes in. I switched to hand-tracking mode and it caused me to fall through the ground on loading the game again...and then saved that progress apparently, so now I just spawn in a black void (presumably) underground. I can't play it in this state. Please make a reset button.
Thank you for letting me know. I completely forgot to add a reset start position button in this release. Will be added in the next update. Sorry for this. For now you would need to uninstall and reinstall to reset the save.
@@NeoSpark314 I did and that fixed it for now.
Looks really cool! Unfortunately there aren’t any mobs😭
Thanks! Yes... it turned out that implementing mobs is quite a huge chunk of work (both from the coding side as well as the modeling and animation side); but the project is open source and we have a discord where some people already discuss contributions to the project. So in case you have some experience in these areas (and free time) feel free to jump in :-)
Is there survival mode?
Hello it’s me again I’m on my other channel I’m the one who said there’s no difference it’s minecraft and that was Itz Springy I was just wondering because your new update is here but when I go on the game it’s the old Version
Hi, did you install via SideQuest? Then there is an "install latest" option inside sidequest; this should update to the 0.3.2 version. If you installed it manually via adb you will need to download the current version from itch.io and 'adb install -r' to update. I also just created a discord server for Voxel Works: discord.gg/sbV2pq if you want you can join there. It's a bit easier to discuss and resolve problems there.
Holger Dammertz ok thanks
I can’t figure out crafting recipes it’s not Minecraft recipes
There are not many recipes in the game yet. The few that are can be seen here at the moment: neospark314.itch.io/voxel-works-quest; But in the next update (hopefully out this weekend) I will have a basic crafting guide ingame that will show you the available recipes.
i don't understand how to craft sticks
Place a single piece of wood onto the crafting area. This will result in 4 sticks.
cool but where is mobs?
no mobs implemented yet... but I'm working on it.
@@NeoSpark314 will you also add a chest?
@@pochodniowy9203 yes; they should be done before the mobs; I hope to have a first version of chests soon
@@NeoSpark314 very cool. Do you know when the update will be ready?
@@pochodniowy9203 no; it depends on how much time I can spend in the next weeks on this project
can you move with the joystick too?
Yes; stick locomotion is also implemented; and mining/building can also be done via button presses instead of arm swing.
@@NeoSpark314 yay just downloaded it
Bruh it wont let me craft or jog like that
For jog you really need to raise your knees so that the jog detection triggers; but there is also standard mode where you can use the trigger to move; for the craft you have to do a large swing with your controller; a short distance will not trigger (but in standard mode you can also just press X/A button)
What are all the recipes for crafting?
There are only very few recipes implemented in this version. Next update will bring more. The few that are implemented can be seen at the end of the description here: neospark314.itch.io/voxel-works-quest
Bro, i try to make tools but it won’t work
You need the wood and stone crafting table to make the specific tool. You can craft a wood crafting table on top of a tree trunk.
@@NeoSpark314 but how do i make a wooden pickaxe, i put 3 wooden planks and 2 socks in the middle
@@zetushi6932 This sounds correct. Did you do it on top of a wood crafting table?
@@NeoSpark314 yes
@@zetushi6932 Not sure what is going wrong for you. If you want you can join our discord server here: discord.gg/5cb444tbzV there asking questions and discussing solutions is a bit easier than in youtube comments.
Are there mobs?
Mophead Animates no, not in the version on sidequest at least
No; there is nothing yet in this version. You are completely alone in this infinite world... but this is for sure something I will consider in the future.
@@NeoSpark314 I crafted a sword and I was wondering what do I use it for
@@vortexgames744 Nothing yet at the moment (except maybe decorating the wall of your house). I plan to work on adding something to fight against (at least something small and easy); but this will take me quite a while to write the necessary code.
So basically minecraft vr but better?
No; it's a prototype and contains only basic gameplay mechanics. The main puprose of it was to test if jog-in-place could work in an open interactive environment.
Crafting isint working
You craft on top of tree trunks at the moment; after placing the objects (they need to be rotating) you need to hit the area above the tree trunk. But there are only very few recipes implemented at the moment (see the description here neospark314.itch.io/voxel-works-quest); I plan to add more as soon as possible (but need to get the bug fix version out before I have time to add more recipes)
This should be free
it is free
Congratulations. You made yet another inferior Minecraft clone...
It's been done, dude. Just 'cause you change up a few minor things and add some different features doesn't mean it isn't a Minecraft clone anymore. Make something unique.
That is the idea of this game and i think you are aware that the game is one of the first ones on the oculus quest to be honest just give the developer time. It’s gonna be a great game:)
runing aint it chief
Final ya good Minecraft rip off
Rip on 😂