‘freddiew' YouTube from 2010-13. Node channel 2011-2019. StressLevelZero games 2014-now. Hover Junkers, Duck Season, Boneworks and Bonelab.

Los Angeles
Joined May 2010
Engineering is hard at work on generic humans, serialization, and a generic plug&socket for Marrow2 (we’re now in Unity 6.3 and v207 from Meta). Design is working on Boneworks and Bonelab in Marrow1 in prep for migration. Massive project, proud of the work so far!
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4 years ago today we launched Bonelab! Since then, millions of you have cut the rope, ventured into the lab, and responded to Jay’s call for creators. While you’ve been creating, Jay’s been seeking the Boneworks team. They’re out there somewhere in the void, they must be.
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Save files in Marrow 2! The goal is to fully serialize the physics state of the game. A lot of late nights are going into this, but persistence will unlock so much gameplay!
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Physics based objects and dead bodies were enough for Half-Life 2 because the input was mouse/keyboard. For VR to work, humans need to be physical at all times because tracked controllers give you unlimited agency to touch everything. Action requires satisfying reaction.
In Boneworks, the physics rig represented the player with 6 rigidbodies. By Bonelab, arms and a chest were added bringing the count to 11. And now for Marrow 2, the spine has been completed, legs have been added and the ball has been removed. An 18 body physics player.
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In Boneworks, the physics rig represented the player with 6 rigidbodies. By Bonelab, arms and a chest were added bringing the count to 11. And now for Marrow 2, the spine has been completed, legs have been added and the ball has been removed. An 18 body physics player.
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The current state of the Marrow 2 Being. A fully body active ragdoll suitable to be the player, an NPC, an enemy, or a net player. Still a long ways to go but the dream is becoming real.
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‘26 goals: Release Patch 789 for Bonelab with Marrow 2. Bring Boneworks to Quest 3 and continue B-Side prep work. Migrate to Unity 6.3. Focus progress on a generic singular physics human, multi-rigidbody interaction, and serialization. Godspeed, SLZ!
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Christmas Eve sales were up 20% versus Dec 24th ‘24. Exciting considering there aren’t many new games. VR is primed to inflect once Marrow is ready to expedite game production. Better hardware is great but what we really need is new games!
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The same mod being loaded in both Boneworks and Bonelab. While this is in a near shippable state, we're still hard at work on 3 core physics features that we intend to progress on before releasing Boneworks and updating Bonelab. It's not good enough yet, back in the oven.
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Slowly working towards being able to show more of Marrow 2. We’ve been working on a handful of core features, so the time investment has been intense to get it right. We have the rare opportunity to build something foundational, important to not squander it.
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I’ve been filling my evenings with night hikes. Good exercise, clears my head for engineering, and curtails debauchery. Here’s a shot atop Mt Lee right before the rain soaked my return trip.
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Here's a fun IOBT elbow reload by @jeremycrapsey that unfortunately had the overlay on.
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3 years ago today we released Bonelab! Thank you to the millions of players who have dared to cut the rope and venture into the depths of what VR can be. Your enthusiasm motivates the entire team as we dig deeper.
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Wide FOV will become essential when paired with fully realized in game body’s. Once integrated into gameplay and physically simulated, it’s essential to see your limbs and torso in your periphery to maintain proprioception. uploadvr.com/meta-boba-3-pro…
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Current plan is that the starting price will be $40 across the board for Marrow 2 games. The core is universally powerful, so it’s $40 to get into any door. Via bundles, a second Marrow 2 game would be $30 ($70 bundle). If a third game was to exist $20 ($90 for all 3)
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The goal is that mods are compatible between games, one mod.io/g/bonelab page for Marrow 2, hence the standard barrier to entry. Yes, this is crazy and time consuming to develop, it will be worth it.
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As always, plan is subject to change. It requires some degree of platform features and cooperation, so I can’t promise anything, but this is where our heads are. Godspeed SLZ.
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An important VR player control concept is redundant locomotion input. Because you are free to pose your real body in any manner, you need abstract input that mirrors these capabilities. This rids the user of feeling stuck when they reach the limits of their space or physicality.
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An interestingly proof of this concept is found in modern nonVR gaming. Breath of the Wild and The Last of Us both gained acceptance of the IMU for precision aiming by redundantly keeping the stick active for coarse aiming. Pre redundancy gamers widely rejected IMU control.
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