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Author Topic: iCandy Prototype - First Release!  (Read 11771 times)


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iCandy Prototype - First Release!
« on: December 15, 2016, 03:02:32 PM »
Hey all, I'm new the forum, but thought you might like to play with an early release of a project I'm working on. The prototype is available to download over on my Patreon page (

I'm still pretty early in development, and this is the first time I've released anything for VR, so I'm really just curious to see what you think, and if you want to see more! I've got lots of fun ideas for new features and experiences if this takes off... and building VR porn is honestly the most fun I've had in many years of game dev.

Let me know what you think!


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Re: iCandy Prototype - First Release!
« Reply #1 on: December 15, 2016, 11:42:28 PM »
Vive feedback:

- Your floor level is off. I think you're matching eye level, but that put my floor quite a bit below actual floor level because I was sitting when I first put on the headset.
(Personally I would just match the Vive floor level on launch. That way it doesn't matter if people are tall, short, sitting, standing or whatever, their starting perspective will be right for -them-)

- If you expect people to be standing then you should probably make that first series of menus in-headset, instead of requiring a real or virtual desktop to navigate through them.

- When your character leans forward on the insertion you tilt the camera slightly, this puts the floor at a permanent angle while in the animation. It feels awkward... I'd suggest keeping the head position flat at all times, relative to the starting orientation... The user will tilt and rotate their view as they please.

All in all it looks ok and I like the transitions between rooms, I like the UI idea (although I wish it was out of the scene, around to the left more), but I don't really see what's going to make this stand out from say VRTitties or La Douche? So far it shares themes with both those projects.

In fact I'm really stating to wish you Devs would work together more... Right now it seems like we have 6-8 individuals here all taking on entirely solo projects, and all starting with very similar fundamentals. Everyone's re-treading the same path... Wouldn't it be better to combine knowledge and resources somehow?
« Last Edit: December 15, 2016, 11:44:12 PM by MoarPye »


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Re: iCandy Prototype - First Release!
« Reply #2 on: December 18, 2016, 04:28:34 PM »
Thanks for the feedback, that's a bummer about the Vive floor level. It was my first time getting my hands on a Vive this last week so I'm new to how it handles certain stuff. I'll try and troubleshoot the problem, it should be resetting the pose when you are prompted to put on the headset, so not sure what's going wrong.

I kind of aimed it as a seated experience, mainly because I was developing it with Oculus, but that may have to change.

On the tilt down, yep that was a bad solution to get around the crappy tracking in the Oculus. I'm definitely taking that out:)

As for making it stand out, I haven't really considered it yet. I developed it without knowledge of either of the two, so any similarities are probably results of using similar tech and tools to reach a similar goal. I think in general competition is healthy as it gives everyone a chance to influence and learn from each other, and brings a wider market awareness to all the projects. And I'm totally happy to share tips and tricks with any other devs!

Right now the thing holding back any of these projects from really taking off (other than the fact they're still in development) is a marketplace for this content. But that's also where the real money is, so I'm hoping someone will catch on soon.


  • Guest
Re: iCandy Prototype - First Release!
« Reply #3 on: January 04, 2017, 08:26:02 AM »
Same thing for me, the floor is a bit too much high.

But your work is great! I loved it.


  • Guest
Re: iCandy Prototype - First Release!
« Reply #4 on: January 05, 2017, 02:56:13 AM »

Awesome demo indeed, the girl is lovely.

Would be great to utilize full VR experience (room size walk around) sometime in the development.
Keep up the good work, i'll be supporting on patreon.


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