The
#Bonelab
GoKart represents a significant milestone for Marrow. While seated, you are simply a fully physical player jointed to a fully physical vehicle. No cheats, pure simulation.
#Bonelab
has a few low art maps for you to push enemy counts in. 20 Nullbody’s dipped the frame rate a bit below 90 on a Quest 2 so I had to put them down. 12 hours until launch…
The teaser for
@StressLevelZero
’s 4th project is coming in 48 hrs! It will be at Meta’s showcase, 4/20 10am PST, and on the BrandonJLa YouTube channel at ~10:30. Enjoy 90 sec of gameplay captured on PC, the Quest 2 version will feature identical gameplay when
@90hz
.
~1.5% of players refund Boneworks/Bonelab due to locomotion comfort. This is why 98.5% of my effort goes towards making our games better for people who want smooth locomotion. Anything less would be a disservice to our players.
Patch 4 implements Marrow’s new physics culling system and will be available in the SDK via zones. Performance and persistence are foundational for immersive VR. Tons of effort went into this!
#Bonelab
To fit your real body to your avatar’s body, Bonelab prompts you for your height and t-shirt size. There is also a fine tuning menu that lets you enter height, chest, under-bust, waist, hips, wingspan and inseam.
Silently developing our 4th project has been the greatest joy of my creative life. As much as I’ve enjoyed the recluse, it’s time to introduce you to what we’ve been toiling away at. 24hrs from now we’ll premiere the teaser at Meta’s showcase, show up and show out.
After just three weeks
#Bonelab
has surpassed the launch day wishlist total of Boneworks, a sum amassed over 9 months. The whole team is motivated by your enthusiasm! As a reward I’ll prioritize the next video, a deep dive on Bonelab’s most unique new feature: Body Remapping.
Patch 4 has been done for a bit, Patch 5 is in final testing, 6 is being locked tomorrow for polish, 7 and 8 are well underway and 9 needs work but is planned. A year of invisible foundational work was needed to make way for them all. Get your bib on Lava Gang.
.
@RIOTEDM
has completed the soundtrack for
#Bonelab
. It is, in my biased opinion, the most varied and greatest collection of music ever produced for a game. Michael’s range is simply unmatched, you won’t believe that every song comes from one composer!
If an avatar has rigged breasts, the
#Bonelab
player features a preview soft-body system. In the future it will expand to abdomen, groin, upper/lower back, and butt. Also, physical twist for upper/lower arm and thigh. After bones comes fat and muscle; VR demands fidelity.
We’ll be announcing the release date for
#Boneworks
in 20 hours via a new gameplay trailer on Steam and the ‘BrandonJLa’ channel on YouTube! 10am PST, 6.5 minutes!
The analogy I like to use is to liken VR to a theme park. Everyone accepts the range of experience various attractions offer. Ferris wheel, bumper cars, classic wooden coaster, and the 200ft tall steel monstrosity that inverts 7 times. SLZ makes the steel monstrosities.
Here is the MarrowSDK in use to make a level. The asset warehouse, placers, music and ambience. Rapid progress towards Patch 4, work on Patch 5 is already underway!
#Boneworks
just became the third VR-only game to reach 10k reviews on Steam! Only others are Beat Saber and Pavlov. Thanks for supporting the game, it really helps!
Progress update on showing the next game: We’re playing through builds of what we intend to show/film daily. Frame rate is 90% of the way there. Needs sound, sequence, and scene polish and some bugs. I spent an hour messing around with three bodies on an escalator last night.
#Bonelab
is already the 10th most rated game on Quest! Thanks for taking the time to write reviews, it’s helpful and motivating to read them. We’ll have another patch up this week with all kinds of adds, fixes and tweaks!
YouTubers and Streamers (and up and coming creators):
#Boneworks
is set to be a content creation dream for your creativity to unlock starting Dec 10th. It won’t surprise me at all to see a bunch of you move 100M+ views on
#Boneworks
alone in 2020.
Release a Bonelab beta with minimal fanfare for the community to dissect over Christmas? Or delay until it’s further along and can be properly messaged? Current state is: no new content, no new features, 1 year of grueling core work, polish, optimization, and prep for the future.
The
#Bonelab
player features physical arms and a fully articulated spine connecting the pelvis to the head. Backing your fist with an arm straightening in rhythm with the rotation of your chest resulted in way more punching power without adding strength!
Thanks for all the enthusiasm and support for
#Boneworks
today. The team is overwhelmed by the reception! WMR users, we’re getting closer to a fix, forgive our fatigue, we’re going on 34hrs straight.
#Boneworks
received post launch updates for one year. With
#Bonelab
we’re committed to two years. TBD after that. Despite the commitment, please purchase based on current offering not the theoretical future!
Currently the Marrow1 player has a 4-segmented spine (head, chest, spine, pelvis), full arms (upper, lower, hand) a knee and foot combo for smooth locomotion, climbing, and jumping. Full legs are in place but semi-disabled (need more time to fully implement).
#Bonelab
Happy New Year! In addition to continued updates, I’m looking forward to making some videos detailing the 30 months of engineering that bridged
#Boneworks
to
#Bonelab
. These will lead into the bright future of Bonelab and Marrow.
Kids are choosing VR over next gen consoles. Is the scale at which VR is going exponential common knowledge yet? Or is it just the industry that knows it still? I’ve been working on VR from home all year so it’s hard to know where normal society is at.
The whole team has been enjoying your
#Bonelab
peasant Halloween costumes! Reply to this tweet with photos (bonus points for lighting, composition, pose, props) and we’ll pick some costume contest winners next week!
Beyond excited that
#HalfLifeAlex
announcment day is finally here and going so well! For years we’ve been working with Valve to usher VR into the mainstream.
#Boneworks
and HL:A will go a long ways, but we need more devs to bring their talents to VR!
Well designed. They address everything that prevented us from supporting Move controllers. Need to get our hands on to make the call, but just by looking at them I’d say there is a 90% chance we support them.
First details on the new controller for next-gen VR on PS5:
Stronger immersion with adaptive triggers, haptic feedback, finger-touch detection and more.
Glad that so many are enjoying patch 4, way beyond expectations! We’ve been implementing feedback into patch 5 alongside the new SDK features that it will bring.
If available today we’d utilize a full track of the players skeleton, face, soft body mesh, play space, controller input, biometrics, and a feed of the players real life center of pressure. We’re already spoofing a lot of the missing bits to future proof for the real deal.
The games that are wanted for VR are obvious to both players and devs. But it’s also obvious that nobody is currently production ready to produce those titles at scale. The Marrow SDK will expedite creation of mods and games alike.
Who is going to be the 5000th review? Thank you to everyone who has left a review for
#Boneworks
, the team has really enjoyed reading them. What a week to remember.
The percent of players that have beaten
#Boneworks
has risen 5% since the Save Spot Update versus the 1-2% increase we would have seen from the game being out longer. Additionally, recent review score is up ~8% pre vs post update. Success!
Over the next few years, only showing floating hands in a VR game over full arms will seem as indefensible as doing it in a nonVR FPS. People have arms and most avatars are people. Necessary to get to market in the early days, but it’s shelf life is expiring.
Missed it by a few weeks, but we crossed the ten year anniversary of full timing the ‘freddiew’ YouTube channel. We now have the ability to figure out exactly what we were doing 10yrs ago
@fwong
.
I’ll talk in detail once we’re public with the next game, but the importance of chest/pelvis tracking for improving VR gameplay shouldn’t be undervalued. Too often body tracking is cast as only a social/multiplayer experience multiplier.
I spent the past 2 weeks doing a full pass on
#Boneworks
hands physics. Climbing is way more stable and handling objects is tighter without making the player stronger (cheating). Play with it in Update 1.4 on Thursday!
WoW is the moon landing of the games industry. After it’s 2004 launch, we imagined where MMO’s would get in 10 yrs. It’s been 16 now, and so far that was the peak. Innovation isn’t a function of time, someone has to face the odds and make it happen.
Crazy day! Thanks to everyone for supporting
#Boneworks
. Windows Mixed Reality users: the patch is now live that should allow you to set ‘WMR’ bindings. Also, patched the spawn gun for users who have gotten that far!
I’ve been thinking a lot about how to best go full 6DOF with the player in Bonelab. Currently it’s 6 when seated in the Go Kart, it would unlock so much if we nail it…
It seems that 2023 will feature the launch of more meaningful VR headsets than games. Getting hardware right has been hard, VR games are proving harder. We’re working as diligently as we can to de-bottleneck Marrow games, enjoying the journey but eager for the destination.
Finishing up sound design for the launch trailer! At release there will be a video on Node with D and I, the launch trailer, and the game. Here we go
#Boneworks
!
The Half-Life: Alyx effect: today’s
#Boneworks
video is on track to get more views in the first 12hrs than the last Node one did in 24. Thank
@valvesoftware
’s commitment to making VR a reality!
We’ll have a new Boneworks gameplay video on Node this Sunday. You’ll get to see the warehouse level, a location near the beginning of the game, and plenty of combat against a sentient VR headset. 18min!
New
#Boneworks
video on Node tomorrow morning! More of the runoff level, gun reload flip tricks, 30 of a new humanoid enemy at once, a katana, and a price. 9am PST (in 11hrs)
If we do our job right and keep delivering a cleaner and more versatile physics avatar, VR will have a huge viral stunt clip scene. Some amalgamation of skateboarding trick lines and GTA stunt clips.
#Boneworks
was hardcoded with a 176cm avatar, that’s all we needed at the time. We scale you to the avatar rather than the avatar to you since you’re playing as Ford, not yourself. I’ve been looking forward to clearing this //todo out :)
Major surgery on the
#Boneworks
player this week. May need to refresh the schematics in the museum to show you all how it’s been updated if this works out!
100k of you watched a 19 minute video in under 3hrs according to my real-time stats. That’s insane. Thanks for the support guys, the team is really motivated by your enthusiasm!
#Boneworks
I added smooth turning to
#Boneworks
, in addition to snap and no turning options, fully expecting to not like it. To my surprise, I don’t think I can personally go back to snap turning. I get why a lot of the community is gravitating towards full smooth input controls.