Today’s beta release is a limited test of all of the new game systems. We disabled saving, part ordering, and there is no progression or game loop. The game interactions are all totally new code and they work differently than any previous release. The controls are different and the way players interact and manage parts is a fresh design. We want feedback on this, especially areas where you find friction or frustration. Our general approach has been to keep things very physical and in the world. Parts can be handled as groups, stored in containers, and managed more easily. We want the players to keep track of their parts by managing them in the world on a per task basis, not using a large inventory that quickly becomes confusing to sort through. In desktop mode we have tried to eliminate the need for constant camera motion and small trips- the old system required repeat mouse look actions to get and install every part and often involved small trips back and forth. We plan to do another pass on control binds and are aware that some inputs are a little awkward right now. We are open to feedback. We don’t want players accidentally dropping or losing things so please let us know if you run into issues. [u]Some key concepts to point out:[/u] [b]Desktop[/b] Small parts move to the corner and can be cycled through with control + mouse wheel. Tools can have sockets and batteries installed on them in the world but can also be interacted with by cycling through points of interest. Cycle points of interest with the V key and then click to interact. This is also how you do things like change tool directions or impact power modes. Holding the E key allows you to place parts into the world on surfaces instead of dropping them in place. Small parts require using the E key to place them into the world (or a bin). This is to prevent accidentally dropping and losing small parts or clumps of small parts. Misclicking and suddenly dropping a handful of bolts into the engine bay is a gameplay ruining experience and we want to avoid that without making the game difficult to play. Large parts are easily dropped in place by clicking and can also be placed with the E key + click. There is still a pocket function in desktop but it is less like an inventory and more like just storing a clump of parts in your actual pocket. Pocket contents populate in and out of what you are carrying in your corner hold and are toggled with the Q key. In desktop mode the B key functions as a simple headlamp. [b]VR:[/b] Scoop up groups of loose small parts by holding the palm grab. Small parts can be dropped into a face up open hand and will pour out of your hand if turned sideways. Pick through your held clump using the pinch grab. Long range grab has been limited to loose parts and can no longer uninstall parts. We will probably make more changes to limit the use of long range interactions but we want to keep some functionality for getting things from the floor and also for other types of part interactions. We also want to change the visual around the laser pointers to make them less distracting. We are using a single interact button to do things like toggle tool direction or interact with world objects (A or X on oculus). For example, this is how you place pegboard hardware or tools into pegboard in VR. Sockets, batteries, etc are manually installed with simple physical installs similar to parts. [b] Final note:[/b] We are in the middle of aggressive optimization of the neighborhood environment. Many assets were pulled out and will be worked back in after being improved. For now we placed obvious signage to make it clear the art is not final. [img]https://clan.cloudflare.steamstatic.com/images//33588133/c143093ca6a2fc840c6c63252b7ab4fa6367e1c0.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//33588133/4a4546ca963765123e99b6a221eedbe3c3f15070.jpg[/img]