Topic: Furry VR room-scale nsfw game idea. What do you think?

Posted under General

Hi :)
I'm a game developer with 3+ years of experience in Unity Engine.

I was thinking about VR game with NSFW furry content for room-scale VR sets.
The idea is simple: You have a library with your favorite characters (you can upload yours), toys and other stuff like scenery.
What can you do:
In real life, you can set up toys and other stuff and synchronize it with toys and stuff in the virtual worlds.
Your fantasy is do lewd things with the dragon on top of the mountain? It's simple:
Buy properly shaped toy, synchronize it's location with dragon stuff in VR (room-scale) and here we go.
It's not all!
In the future, you will be able to do these things with other players in "local co-op". For example: You have VR, Your boyfriend/girlfriend have one too and you can have fun as cute tigers in the same room (or what do you want).

The game will be free, and will have mod support. (With the possibility to make own controllers)

What do you think about this idea?
With some work, I can easily do something like that with people's support.

Updated by Droqsle

Sounds like VRChat but with nudity. Can you really "easily" do something on that scale?

I assume people's support here means financial support (although emotional doesn't hurt either). If so, you'll want to at least provide examples of your past work. What kind of games have you developed? What level of quality can a supporter expect to get?

Updated by anonymous

Softscale~ said:
Sounds like VRChat but with nudity. Can you really "easily" do something on that scale?

VR chat is controlling an avatar inside 3D space with other avatars.
What they are talking about is syncing real life object with game object for enhancing fantasy aspect of masturbation in space where you are only one on top of virtual characters. So essentially similar to if you google stuff like "VR tenga" but instead of using masturbator/breast controller you wear, you simply sync up the position of a dildo in your room into VR space.

Also engines like Unity and Unreal 4 already have robust build in VR support, so it's not like it's extremely hard to make VR games with room scale setup. That's why VR chat exsists and is free, because it's essentially just skeleton support of VR in the Unity engine with networking and then just tell the users to provide all of the models.

Updated by anonymous

I think strapping a Vive beacon onto a sex toy is the easy way out, and I'm not sure whether there's much precedent for multiple VR headsets being tied to the same system - and even if there is, there will be relatively few people with powerhouse systems capable of pulling it off. It's just a lot of dots to draw, and a lot of display ports being consumed to connect VR hardware. I'm not saying you can't do it with a $3000 machine, I'm just saying that's a significant financial hurdle. Fortunately, you ought to be able to limit the number of physical objects to simulate, so you can devote what is hopefully a large fraction of the available CPU time to issuing draw calls. Actually, I'm doubtful that Unity is that clever, out of the box. Single-player with networked multiplayer is a much more attainable goal.

Customized avatars will be harder. For one, VR setups don't track full-body motion, they cheat in a variety of ways that are going to become immediately apparent with a second physical person sharing the same space. Keeping players in separate play spaces is a much more attainable goal.

But also, the customized avatars themselves are probably beyond the abilities of most people, meaning you'd have to invest in the customization yourself by developing features up-front. This would be a project all unto itself, see also Yiffalicious, the avatar customization project so large that they eventually coded themselves into a corner and decided to just start working on a sequel with a more technically-sound codebase.

It's more-or-less in the same vein that your toys, if they're going to be more than rigid, static models in VR, are probably going to be beyond the abilities of most people. Rigging assets is an art, as is adjusting the various physical properties of that object if you want to represent wibbly-wobbly, fleshy-meshy stuff. More development up-front to create friendly sliders and/or other modeling tools for shape customization. But that is, certainly, an attainable goal unto itself.

Updated by anonymous

I'd support but this does seem rather ambitious for a single-person VR game, even if it is in an engine that's as easy to develop for as Unity. I'm also with SoftScales on this, I feel like this could be good if the right budget and drive to develop the game was there.

ikdind said:

...Customized avatars will be harder. For one, VR setups don't track full-body motion, they cheat in a variety of ways that are going to become immediately apparent with a second physical person sharing the same space. Keeping players in separate play spaces is a much more attainable goal.

There is a way to full body track by way of a Kinect and specifically colored LED lights, but the rest of this statement still is true considering the nature of how early we are in consumer VR technology as of right now.

Updated by anonymous

Coffey25 said:
I'd support but this does seem rather ambitious for a single-person VR game, even if it is in an engine that's as easy to develop for as Unity. I'm also with SoftScales on this, I feel like this could be good if the right budget and drive to develop the game was there.

There is a way to full body track by way of a Kinect and specifically colored LED lights, but the rest of this statement still is true considering the nature of how early we are in consumer VR technology as of right now.

I mean, is this capability built into Unity? Can I plug a Kinect into my PC and Unity has a component that maps the Kinect's avatar data onto a character sketelon?

I've never seen a consumer body harness with colorable LEDs, I've only seen professional ones for mo-cap, and it seems to me like the sensation of all those orbs across a body would intrude on the VR experience.

But I also ask because my spider sense is tingling somewhat, and I suspect that OP wouldn't be capable of implementing new, cutting-edge VR technologies into Unity. Or else they wouldn't be asking for feedback about this idea here, they'd be busy recruiting a team with various skills they'd anticipate needing to shore up their technical or artistic weaknesses, or at least to produce enough content and/or features in a timely fashion as to maintain the project's momentum. And to the extent that they would be asking for feedback, they'd be offering a few more specifics with regards to the technical specifics of their vision, conveying what work would need to happen, what obstacles would need to be overcome, and where they might need help and/or are uncertain.

Updated by anonymous

ikdind said:
I mean, is this capability built into Unity? Can I plug a Kinect into my PC and Unity has a component that maps the Kinect's avatar data onto a character sketelon?

I've never seen a consumer body harness with colorable LEDs, I've only seen professional ones for mo-cap, and it seems to me like the sensation of all those orbs across a body would intrude on the VR experience.

But I also ask because my spider sense is tingling somewhat, and I suspect that OP wouldn't be capable of implementing new, cutting-edge VR technologies into Unity. Or else they wouldn't be asking for feedback about this idea here, they'd be busy recruiting a team with various skills they'd anticipate needing to shore up their technical or artistic weaknesses, or at least to produce enough content and/or features in a timely fashion as to maintain the project's momentum. And to the extent that they would be asking for feedback, they'd be offering a few more specifics with regards to the technical specifics of their vision, conveying what work would need to happen, what obstacles would need to be overcome, and where they might need help and/or are uncertain.

yeah, Unity has the feature where people can use the Kinect for full body tracking, the reason I bring up LED lights is because people can create LED straps to put on their body while the Kinect reads the LED lights as special points for VR articulation, similar to how Oculus controllers work.

Updated by anonymous

Coffey25 said:
There is a way to full body track by way of a Kinect...

Using a Microsoft motion controller camera for a sex-based VR. Did anyone think about what could go wrong with that in terms of privacy?

Updated by anonymous

Coffey25 said:
yeah, Unity has the feature where people can use the Kinect for full body tracking, the reason I bring up LED lights is because people can create LED straps to put on their body while the Kinect reads the LED lights as special points for VR articulation, similar to how Oculus controllers work.

I am happy for so much feedback! (~‾⌣‾)~
That's why I said, "In the future". Full-body tracking isn't very popular and easy to implement, but in the future (I hope) will be easy to add.
The MVP version of the game will be an only single-player game where you can use community-made models (for your avatar and environment). Nothing special, just a game where you can feel that you are in the virtual world. To be honest, this will be a product for a small group of people, not an AAA product.

Financial support would be great, it would help me to collect money for VR Set (I am a student who lives on a scholarship), but I don't hope for that way of support in the beginning.
I want to check if anyone is interested, and in the future (a few weeks I suppose) wants to test the first prototype. I want to check that if my work would not be wasted.

Updated by anonymous

Need money? Make the furry/anthro version of Projekt Melody before someone else does.

Updated by anonymous

Lance_Armstrong said:
Need money? Make the furry/anthro version of Projekt Melody before someone else does.

Brilliant!

Make hoes even more mad.

This is an actually achievable goal and there's plenty of models out there with *physics*

Updated by anonymous

Lance_Armstrong said:
Need money? Make the furry/anthro version of Projekt Melody before someone else does.

Which reminds me, whatever happened with FaceRig? That seemed to be demonstrated as furry-capable.
Albeit obviously bust restricted.

Updated by anonymous

donteven said:
Which reminds me, whatever happened with FaceRig? That seemed to be demonstrated as furry-capable.
Albeit obviously bust restricted.

it's still going fine, although apparently one of the recent-ish reviews do mention that the game has, or at least had between now and December 25th, 2019, contained straight up ransomware, so tread carefully with FaceRig.

Updated by anonymous