This year I got a lot done, and with that time, I was able to hone the mechanics of Oh Captain VR into the playable demo I have now! Once again, it still has a ways to go before I release it for free through the Steam Page (Coming soon though!), but it will be well worth the wait. After fixing the building mechanics, the one challenge is to find a good way to save and load the player's creations and progress. (More on this in the "Techy Stuff" below.) I also plan on adding other shapes to build like stairs and things, to allow for multiple floors in your fortresses! I'm quite happy with the Enemy AI's movement, but not their combat. Yes, they will attack you, but sword combat can be much improved. I also want to have them attacking your fortress, weakening it and possibly even breaking it unless you kill them.
In terms of the enemies themselves: For the demo island, I made sure there is always ten enemies in the scene. After experimentation, I found that's the right number to not take a hit on performance, and still make the world feel alive. I also plan on adding wandering cattle just for effect. You can't kill them for anything like in Minecraft, but I think it will help with the ambiance.
Saving and loading numbers and strings isn't too difficult (and is perfect for saving how much wood and gold you have), but with this game I have to save and load every instantiated object (built blocks) the player has spawned. It's not possible to serialize objects in the scene, so I have to save every instantiated item in a list, their transforms, then re-instantiate them in those positions. It's not too difficult, but just time consuming. Additionally, if I will be adding other types of blocks (like stairs, etc), I'll have to do the same with those--again, possible, but time consuming.
Thanks for reading, happy new year!