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Holoearth Going Forward (April 2024)

Holoearth Going Forward (April 2024)

Hello everyone, This is the Holoearth producer, Oooka. Spring is finally upon us! Today I would like to take the opportunity to talk about our efforts with Holoearth, and what is planned for 2024. First of all, allow me to touch on the avatar creation system and simulation room test versions implemented at the end of last year. Despite being test versions with simplified features, more people have played the current test version than we initially imagined. We truly appreciate all those who have participated in the playtest so far. We are emboldened by the great amount of feedback we have received. The development team is carefully considering the feedback and suggestions with a view to making improvements and refinements. This is in addition to what we are already working on, so please have patience while feedback is incorporated. The video streaming feature that was tested during the New Year's period as well as during hololive EXPO last month went well, and again thank you to all who participated in the video streaming tests. These were restricted to simple video streaming for testing purposes, but thanks to this we were able to confirm a stable streaming feature and are thinking of interesting ways to utilize this system along with other features in the future. Again, more people than expected joined us to test this feature. While it is currently a relatively simple streaming feature, we would consider continuing to implement it if there are enough requests. That is all for recap, and now for the main topic: Holoearth development moving forward. About Upcoming Updates First of all, allow me to apologize to all for the delay that we announced for the version 0.7.0 update that was planned for April. While this news comes just before the update was expected, we made the decision to delay with a focus on ensuring the quality and feature stability is up to our standards, in order to provide the best avatar creation and customization experience that we can. We appreciate your understanding and patience. The upcoming version 0.7.0 update is planned for May and is intended as the first step in further developing the lifestyle experience of Alternative City. In order to enjoy the continued growth and development of the city area and its attractions, we hope you view the area as the "current version" of Alternative City. We are also planning the following update, version 0.8.0, for June this year. Version 0.8.0 will expand upon the sandbox game playtest environment, including enemies and combat mechanics as well as some more survival mechanics. From this point, the simulation room game cycle will evolve from a simple crafting game into a more complex survival and crafting game. While I cannot say exactly when at this time, following the version 0.8.0 update, after various feature additions and adjustments the sandbox gameplay field is planned to be expanded into an open world experience. At that point at last pathfinders will delve into the land of Holoearth - which pathfinders can prepare for by viewing the expanded simulation room as a training experience. A version 0.9.0 update is also being planned for summer this year, so we will announce information as the date comes closer. Outlook for the Rest of 2024 and Beyond Until now Holoearth has been presented as three core pillars of content: ・Avatar creation system ・Sandbox game ・Lobby and now Alternative City As the basis for Holoearth these three core systems are expected to be largely complete during 2024. These core systems are designed for further development and expansion in the future. Even after the release of these systems, we will continue to dynamically add and expand features while monitoring the stability of the core systems. Specifically, in addition to these three core systems we are planning to release until now undisclosed features that we have been working on, of which are four large items: ・One is game contents other than the sandbox game ・Another is a space that will act as the player's own private area And two more features that we will be ready to announce at a later time. We initially discussed planning an official Holoearth release in 2024. However, with a view to the long term and dynamically adding more functionality while also planning to continue to trial a number of new features, we ended up having much deliberation with regard to exactly how to define the end of beta and the start of official release. In light of this, from 2024 we have decided not to go with an official release version and instead to maintain the development version (β) as we update. The driver for our decision on this matter is that we would like to view this as a continued development phase and express our stance as having a bold and ambitious style of development in a transparent manner. However, this does not mean we are doing away with defined updates and milestones. To this end, we are looking toward releasing a version 1.0.0 update (*similar to what is typically considered an official release) as a key milestone celebration once the core content has come together. At the current moment in April, 2024, we are aiming for this version 1.0.0 to be ready in spring of 2025 and making the necessary adjustments and development efforts. With version 1.0.0 in mind, I think it will offer a clearer picture of Holoearth as a whole as well as the features currently being developed - so we hope you are looking forward to it. To wrap up, while version 1.0.0 will be the critical milestone, from the version 0.7.0 release in May we plan to continue releasing partial play content, avatar customization options, and other features at a quality equivalent to a fully released service. I think everyone will be able to have plenty of fun during the year. On that note, we will continue to add more features and content, and bring the growing, anime-style virtual world of Holoearth to life. All of us on the development team are exceedingly grateful for your continued support.   April, 2024 Yuuki Oooka, Producer, Holoearth

Date

24.4.25

Author

  • Management Team

Category

About the Next Holoearth Update (Ver. 0.7.0)

About the Next Holoearth Update (Ver. 0.7.0)

Greetings from the Holoearth Management Team! This time around we would like to reveal some of what is in the upcoming ver. 0.7.0 update planned for late April. "Alternative City v1" Unveiling The ver. 0.7.0 update will open "Alternative City v1," which has seen progress in its construction. In v1 of the city area it will be possible for players to purchase clothing items for their avatar at the "Fashion Shop" or change their avatar's physical appearance and hairstyle at the "Beauty Center," which are two new facilities.  Alternative City is anticipated to be the cultural center of Holoearth, and in the future we plan to add more and more facilities and features to the area. Fashion Shop The "Fashion Shop" on the city's main avenue is scheduled to open for the update. At this shop it will be possible for players to try on and purchase a variety of clothing and accessories for their avatars. As part of the first product lineup of various items, Holoearth's own original brand, "ALTERMODE," will be made available. ▲An avatar styling in some of the new fashion items that are planned Beauty Center The "Beauty Center" located behind the city's central building will also open for this update. This facility includes both a styling salon and a clinic. In the styling salon, players will be able to further customize the hairstyle and hair color of their avatars. Unique to the salon, players can customize the bangs, middle, and back portions of their avatars' hair as well for more customizability. And in the clinic, players will be able to change other aspects of their avatar such as body type and build. ▲In-development depiction of the "avatar create" screen We will announce more about the new content and avatar features in the near future, so please follow the official Holoearth X account @Holoearth_EN for the latest news and updates! *The contents of this planned update is subject to change

Date

24.4.4

Author

  • Management Team

Category

Ver 0.6 Update Notice

Ver 0.6 Update Notice

This is the Holoearth Management Team. Holoearth was updated on March 13th, 2024. Update Contents New Items Added Avatar clothing and furniture items will be added for players to use for free for a limited time. Players will be able to use these items until the next update planned in spring. *To equip the item, access the shortcuts menu (H key) and select “Change Outfit,” where “hololive EXPO 2024 Shirt (Blue)” can be found among the clothing options. *The new furniture items can be found in the treasure boxes in the Simulation Room. Items Added: ・"hololive EXPO 2024 Shirt (Blue)" avatar clothing item ・"HOLOEARTH Key Visual Acrylic Panel" furniture item ・"Holoearth Rug" furniture item EXPO 2024 Special Theater Area to Open from March 15th To commemorate Holoearth’s exhibition at “hololive SUPER EXPO 2024” a time-limited Special Theater area will be opened in Holoearth. In this area, players can gather together to watch official EXPO 2024 Stage programming that will be streamed from the official hololive channel during March 16th-17th. Theater Area Planned Open Timing Fri. March 15th, 2024 at 16:00 (JST) to Mon. March 25th at 16:00 (JST) *Schedule is subject to change See more details here: https://holoearth.com/en/news/1387/

Date

24.3.13

Category

“hololive SUPER EXPO 2024 Special Theater Area” to Open on March 15th

“hololive SUPER EXPO 2024 Special Theater Area” to Open on March 15th

Greetings from the Holoearth Management Team! To commemorate Holoearth's exhibition at “hololive SUPER EXPO 2024” we will be releasing a time-limited Special Theater area in Holoearth! In this area, players can watch official EXPO 2024 Stage programming that will be streamed from the official hololive channel during March 16th-17th.   After maintenance ends on March 13th, virtual versions of the hololive EXPO 2024 Shirts worn by talents in the event’s key visual will be available for players to wear with their avatars. In addition, in the sandbox Simulation Room players will be able to decorate their houses with virtual Key Visual Acrylic Panel and Holoearth Rug items. Scheduled Maintenance Date & Time Wed. March 13th, 12:00 - 17:00 (JST) *Maintenance time is subject to change Theater Area Open Duration Fri. March 15th, 2024 at 16:00 (JST) - Mon. March 25th at 16:00 (JST) *Schedule subject to change EXPO 2024 Special Theater https://holoearth.com/wp-content/uploads/2024/03/EXPOウォークスルー.mp4 Official hololive streaming content from the official hololive YouTube channel will be broadcast to the screen in the middle of the theater area during hololive SUPER EXPO 2024 from March 16th to March 17th. hololive SUPER EXPO 2024 Stage Page: DAY 1: https://hololivesuperexpo2024.hololivepro.com/en/expo/expo-stage-day1 DAY 2: https://hololivesuperexpo2024.hololivepro.com/en/expo/expo-stage-day2 Warnings in advance: *The theater area streaming feature is in its testing stages, so we cannot guarantee an problem-free viewing experience *Please note that due to IP rights certain portions of the streams will not be shown in Holoearth *Posting or streaming content of the theater area to SNS and video sharing sites is allowed. However, please refrain from posting content showing only the theater area screen for extended periods of time. EXPO 2024 Day 1 Stream Schedule:EXPO 2024 Day 2 Stream Schedule:  "hololive EXPO 2024 Shirt" Avatar Item After maintenance ends, “hololive EXPO 2024 Shirt, Blue” will be available as a time-limited free avatar clothing item. This item will be available for use until the next update in spring. To equip the item, access the shortcuts menu (H key) and select “Change Outfit,” where “hololive EXPO 2024 Shirt (Blue)” can be found among the clothing options. We will announce when the item is released and for how long it will be available at a later date. *The shirt item availability schedule is subject to change Housing Items  Following maintenance, in the Simulation Room a virtual version of the HOLOEARTH Key Visual Acrylic Panel to be sold for hololive SUPER EXPO 2024, as well as a Holoearth Rug designed after the Holoearth logo, will be available as free housing decoration items for a limited time. These items will be provided in the treasure chests found in the Simulation Room. These items will be available until the next planned spring update. *Schedule is subject to change "hololive SUPER EXPO 2024" Exhibition A Holoearth booth will be exhibited at “hololive SUPER EXPO 2024,” which takes place in Makuhari Messe International Exhibition Hall 4-8 on March 16th & 17th. The booth is designed after the completed “Alternative City” in anticipation of future updates, and it will show a new Holoearth intro and other programming. See hololive SUPER EXPO 2024 info here: https://hololivesuperexpo2024.hololivepro.com/en/expo "hololive SUPER EXPO 2024" Commemorative Merchandise For hololive SUPER EXPO 2024 an acrylic panel stand depicting the Holoearth key visual, as well as t-shirts designed after those that can be equipped on Holoearth avatars will be available for sale. EXPO Merch Details: https://hololivesuperexpo2024.hololivepro.com/en/merch Merch List: HOLOEARTH Key Visual Acrylic Panel HOLOEARTH T-Shirt White L HOLOEARTH T-Shirt White XL HOLOEARTH T-Shirt Black L HOLOEARTH T-Shirt Black XL

Date

24.3.12

Author

  • Management Team

Category

New Year’s Kyo-no-Miyako Open from January 1st

New Year’s Kyo-no-Miyako Open from January 1st

Greetings from the Holoearth Management Team! From January 1st, 2024 (JST) Kyo-no-Miyako is re-opened in Holoearth, featuring a new look for the Japanese New Year's holiday ("shougatsu")! Enjoy the first visit of the year to the shrine area inspired by locations depicted in the web manga, Yamato Phantasia! Open Period January 1st, 2024 at 0:00 (JST) until January 16th, 2024 at 16:00 (JST) *Schedule may be subject to change. About the Event Area Kyo-no-Miyako The event area used for Protolive #2 ~Yamato Phantasia~ has been decorated in Japanese New Year's day fashion with "kadomatsu" and "shimenawa," and opened once more to the public. Enjoy visiting the shrine to pay respects, as well as using the new photo mode to take pictures with the foxes and wolves around the area! Ookami Shrine Special Omikuji Visitors can try their luck by pulling special omikuji fortunes once per day. Fortunes will reset each day at midnight JST. Chouchin & Tourou Lanterns Shop Visitors can enter messages on chouchin or tourou style lanterns and place them in their favorite area of Kyo-no-Miyako. During the open period players will receive one free lantern, so give it a try. *This time around the "To the Top! Tower of Achievement" minigame and Uwa-san's Quest will not be available. Additionally, on January 1st from 13:00 (JST), AyaFubuMi: Iroha ni Holiday Hark Back "Folklore Friends Under the Kotatsu" will be streamed in the Holoearth theater area, so please come and watch! See details here: https://holoearth.com/en/news/1113/#theater      

Date

24.1.1

Author

  • Management Team

Category

News

Holoearth Going Forward (April 2024)

Holoearth Going Forward (April 2024)

Hello everyone, This is the Holoearth producer, Oooka. Spring is finally upon us! Today I would like to take the opportunity to talk about our efforts with Holoearth, and what is planned for 2024. First of all, allow me to touch on the avatar creation system and simulation room test versions implemented at the end of last year. Despite being test versions with simplified features, more people have played the current test version than we initially imagined. We truly appreciate all those who have participated in the playtest so far. We are emboldened by the great amount of feedback we have received. The development team is carefully considering the feedback and suggestions with a view to making improvements and refinements. This is in addition to what we are already working on, so please have patience while feedback is incorporated. The video streaming feature that was tested during the New Year's period as well as during hololive EXPO last month went well, and again thank you to all who participated in the video streaming tests. These were restricted to simple video streaming for testing purposes, but thanks to this we were able to confirm a stable streaming feature and are thinking of interesting ways to utilize this system along with other features in the future. Again, more people than expected joined us to test this feature. While it is currently a relatively simple streaming feature, we would consider continuing to implement it if there are enough requests. That is all for recap, and now for the main topic: Holoearth development moving forward. About Upcoming Updates First of all, allow me to apologize to all for the delay that we announced for the version 0.7.0 update that was planned for April. While this news comes just before the update was expected, we made the decision to delay with a focus on ensuring the quality and feature stability is up to our standards, in order to provide the best avatar creation and customization experience that we can. We appreciate your understanding and patience. The upcoming version 0.7.0 update is planned for May and is intended as the first step in further developing the lifestyle experience of Alternative City. In order to enjoy the continued growth and development of the city area and its attractions, we hope you view the area as the "current version" of Alternative City. We are also planning the following update, version 0.8.0, for June this year. Version 0.8.0 will expand upon the sandbox game playtest environment, including enemies and combat mechanics as well as some more survival mechanics. From this point, the simulation room game cycle will evolve from a simple crafting game into a more complex survival and crafting game. While I cannot say exactly when at this time, following the version 0.8.0 update, after various feature additions and adjustments the sandbox gameplay field is planned to be expanded into an open world experience. At that point at last pathfinders will delve into the land of Holoearth - which pathfinders can prepare for by viewing the expanded simulation room as a training experience. A version 0.9.0 update is also being planned for summer this year, so we will announce information as the date comes closer. Outlook for the Rest of 2024 and Beyond Until now Holoearth has been presented as three core pillars of content: ・Avatar creation system ・Sandbox game ・Lobby and now Alternative City As the basis for Holoearth these three core systems are expected to be largely complete during 2024. These core systems are designed for further development and expansion in the future. Even after the release of these systems, we will continue to dynamically add and expand features while monitoring the stability of the core systems. Specifically, in addition to these three core systems we are planning to release until now undisclosed features that we have been working on, of which are four large items: ・One is game contents other than the sandbox game ・Another is a space that will act as the player's own private area And two more features that we will be ready to announce at a later time. We initially discussed planning an official Holoearth release in 2024. However, with a view to the long term and dynamically adding more functionality while also planning to continue to trial a number of new features, we ended up having much deliberation with regard to exactly how to define the end of beta and the start of official release. In light of this, from 2024 we have decided not to go with an official release version and instead to maintain the development version (β) as we update. The driver for our decision on this matter is that we would like to view this as a continued development phase and express our stance as having a bold and ambitious style of development in a transparent manner. However, this does not mean we are doing away with defined updates and milestones. To this end, we are looking toward releasing a version 1.0.0 update (*similar to what is typically considered an official release) as a key milestone celebration once the core content has come together. At the current moment in April, 2024, we are aiming for this version 1.0.0 to be ready in spring of 2025 and making the necessary adjustments and development efforts. With version 1.0.0 in mind, I think it will offer a clearer picture of Holoearth as a whole as well as the features currently being developed - so we hope you are looking forward to it. To wrap up, while version 1.0.0 will be the critical milestone, from the version 0.7.0 release in May we plan to continue releasing partial play content, avatar customization options, and other features at a quality equivalent to a fully released service. I think everyone will be able to have plenty of fun during the year. On that note, we will continue to add more features and content, and bring the growing, anime-style virtual world of Holoearth to life. All of us on the development team are exceedingly grateful for your continued support.   April, 2024 Yuuki Oooka, Producer, Holoearth

Date

24.4.25

Author

  • Management Team

Category

About the Next Holoearth Update (Ver. 0.7.0)

About the Next Holoearth Update (Ver. 0.7.0)

Greetings from the Holoearth Management Team! This time around we would like to reveal some of what is in the upcoming ver. 0.7.0 update planned for late April. "Alternative City v1" Unveiling The ver. 0.7.0 update will open "Alternative City v1," which has seen progress in its construction. In v1 of the city area it will be possible for players to purchase clothing items for their avatar at the "Fashion Shop" or change their avatar's physical appearance and hairstyle at the "Beauty Center," which are two new facilities.  Alternative City is anticipated to be the cultural center of Holoearth, and in the future we plan to add more and more facilities and features to the area. Fashion Shop The "Fashion Shop" on the city's main avenue is scheduled to open for the update. At this shop it will be possible for players to try on and purchase a variety of clothing and accessories for their avatars. As part of the first product lineup of various items, Holoearth's own original brand, "ALTERMODE," will be made available. ▲An avatar styling in some of the new fashion items that are planned Beauty Center The "Beauty Center" located behind the city's central building will also open for this update. This facility includes both a styling salon and a clinic. In the styling salon, players will be able to further customize the hairstyle and hair color of their avatars. Unique to the salon, players can customize the bangs, middle, and back portions of their avatars' hair as well for more customizability. And in the clinic, players will be able to change other aspects of their avatar such as body type and build. ▲In-development depiction of the "avatar create" screen We will announce more about the new content and avatar features in the near future, so please follow the official Holoearth X account @Holoearth_EN for the latest news and updates! *The contents of this planned update is subject to change

Date

24.4.4

Author

  • Management Team

Category

Releases

Ver 0.6 Update Notice

Ver 0.6 Update Notice

This is the Holoearth Management Team. Holoearth was updated on March 13th, 2024. Update Contents New Items Added Avatar clothing and furniture items will be added for players to use for free for a limited time. Players will be able to use these items until the next update planned in spring. *To equip the item, access the shortcuts menu (H key) and select “Change Outfit,” where “hololive EXPO 2024 Shirt (Blue)” can be found among the clothing options. *The new furniture items can be found in the treasure boxes in the Simulation Room. Items Added: ・"hololive EXPO 2024 Shirt (Blue)" avatar clothing item ・"HOLOEARTH Key Visual Acrylic Panel" furniture item ・"Holoearth Rug" furniture item EXPO 2024 Special Theater Area to Open from March 15th To commemorate Holoearth’s exhibition at “hololive SUPER EXPO 2024” a time-limited Special Theater area will be opened in Holoearth. In this area, players can gather together to watch official EXPO 2024 Stage programming that will be streamed from the official hololive channel during March 16th-17th. Theater Area Planned Open Timing Fri. March 15th, 2024 at 16:00 (JST) to Mon. March 25th at 16:00 (JST) *Schedule is subject to change See more details here: https://holoearth.com/en/news/1387/

Date

24.3.13
Ver 0.5 Update Notice

Ver 0.5 Update Notice

This is the Holoearth Management Team. Holoearth was updated on December 14th, 2023. Update Details Sandbox Feature A portion of the sandbox game feature that is under development was released as a time-limited playtest version. *The playtest period will be announced at a later date. Avatar Creation Feature A test version of the avatar creation feature was released. Players can move around in Holoearth as their customized avatars. Changes to Entrance Area The player guide NPC, "Mithra," has now awoken in the entrance area. Video Streaming Feature A video streaming feature was added. In the theater area players can enjoy watching streamed content with each other up until January 4, 2024 (JST), including special New Year’s hololive programming such as holo Out, holo In 2023▷2024 and AyaFubuMii: Iroha ni Holiday Hark Back "Folklore Friends Under the Kotatsu." See here for the streaming schedule. Alternative City Area The “Alternative City” area was added. Currently this area will be under construction and will not contain playable features. Following the update, the city will be further developed. Photo Mode Photo mode was added. In photo mode players can zoom, change the camera position, and have avatars look directly at the camera to take screenshots in-game. Screenshots taken with photo mode are saved in the Windows "Pictures" folder: Pictures\Holoearth\Screenshots. Gestures Gestures were added. Players will be able to perform a variety of gestures and dances with their avatars to better express themselves in-game. More gestures are planned for the future. Update to Menu Options Graphics Settings ・"Cast shadows" and "Motion blur" settings were added. Sound Settings ・"System" and "Voice" volume settings were added. ・"Sound effects" volume setting was deleted. Controls Settings ・"Controls" section added to settings. ・"Mouse sensitivity," "Invert mouse," and "Auto sprint" settings were added. Effects Settings ・"Camera shake" setting was added.   See the details for the sandbox game, avatar creation, and other features below. https://holoearth.com/en/news/1113/

Date

23.12.14

Blog

Placing Windows Freely on Walls

Placing Windows Freely on Walls

Author introduction "Shoichiro Inoue" Position: Engineering Dept. Client Team Date joined: February, 2021 Industry experience: Three years Getting Started Hi everyone, my name is Shoichiro Inoue from Holoearth's engineering client team. I'm mainly responsible for implementing the building mechanics in Holoearth. Many games in recent years have included building and housing mechanics, and windows are an integral part of this kind of mechanic. However, in many games windows can only be placed in specific places, such as on a wall with a hole specifically made for window placement - but we want to place windows wherever! I'll introduce the solution we worked out for this problem in this development blog. But first, here's a short video demonstrating the end result. https://holoearth.com/wp-content/uploads/2024/04/mado_setti.mp4 As you can see in the video, it is possible to freely place a window wherever you want! The part of the wall where a window is placed disappears, revealing the outside. But in addition, it is also possible to cut a hole in the wall's collider as well. This allows for the possibility in the future to have battles where, say, arrows can be shot through windows that were installed. Here, I explain the process of how we approached the problem. Solving the Problem Requirements The wall has to be in place first to install a window, the window must be installed such that it's flush with the wall, and the window's rotation must adjust automatically to the proper orientation with respect to the wall. I won't go into detail about this part. The window "prefab" must include the following information: Collider (to use collisions to detect which wall it is being placed on) Window width and height Workflow 1. The window contains a collider and retrieves which wall it is to be placed on. 2. When colliding with a wall, the window passes its position and size data to the wall and requests to make a hole there. 3. The wall in question executes scripts to change its shader and collider values to create the hole. And if the window is destroyed it asks the wall to restore those values. I'll talk about the shader that creates the appearance of a hole and the script that makes a hole in the collider later on. So far the scope of this mechanic is limited as follows: It doesn't take into account how the window's edge protrudes from the wall, so we use raycasts to make sure all four window corners are on the same wall. It can't allow for multiple windows on a single wall, so if a second window is added it will destroy the first window. Using Shaders to Make the Window's Appearance In essence, the wall's shader will not render where the window's coordinates overlap the part of the wall being rendered. This means the sides of the model will be empty, revealing the reverse side of the wall's mesh, but this is covered by the 3D model of the window frame on the sides of the window. (Left: Wall being overlapped by a window is removed by the shader. Right: Placing a window frame over the removed portion.) A surface shader is created to grab the coordinates of what is being drawn. The window's center coordinate and size (width, height) are obtained from its script. Making Calculations We split the problem into the two parts below. 1. Whether the coordinates being drawn are in the window on the horizontal plane, and 2. Whether the coordinates being drawn vertically are in the window. 1. Horizontal plane We make a line on the x-z plane using the formula: z = kx + b. Let k be the slope of the line perpendicular to the window when viewed from directly above. Then there are two lines, b, which are the lines passing through the front and back edges of the window, respectively. Let us denote them as b1 and b2. There's no need to draw within the yellow area bounded by lines z = kx + b1 and z = kx + b2. That is, if the coordinates we are drawing now are x1, y1, and z1: kx1+b1 < z1 < kx1+b2 Then the coordinate is in the window on the horizontal. *k can be obtained from the window's y-axis rotation = rotY. *Since the tan of 0 is undefined, we need to set up a branch process to avoid specifying 0 as the argument of the tan function. k = tan(rotY/180f * π + 0.5π) *b1, b2 can be obtained from the coordinates of both ends of the window b = z / kx 2. Vertical Direction Now, the Y axis: In Holoearth, the window rotates only on the Y-axis, so the equation is simple. _windowBottomY < position.y < _windowTopY We know that we are in a window in the vertical direction if the above is true *The _windowBottomY and _windowTopY can be obtained by adding the window width to the window center point Y coordinate. Taking all the above into account the code looks like this: bool isInsideWindow(Vector3 pos) // pos: world coords of point to be drawn {   // Is in window on x-z plane   var isInsideXZ = _k * pos.x + _b1 < pos.z && pos.z < _k * pos.x + _b2;   // Height is within window   var isInsideY = _windowBottomY < pos.y && pos.y < _windowTopY;   return isInsideXZ && isInsideY; } *The actual shader was created by the same team. They are modified and shown here for clarity. *To reduce processing loads, _k, _b1, _b2, _windowTopY, and _windowBottomY are calculated when the window is placed. Future Endeavors Right now this can't support shapes other than rectangles. To accommodate other shapes, the area of that shape needs to be calculated. For example, a circular window can be implemented by projecting the drawing coordinates onto the x-y plane and then making sure the distance between the point being rendered and the center point is less than the radius of that circle. Making Openings in Colliders Now I'll explain more about creating an actual hole, rather than just in appearance. The wall collider consists of a single box collider. The original collider is replaced by four box colliders to avoid the window part, each of which is divided to avoid the window section to represent a hole in the wall. The way to do it is pretty simple: we attach a new four-box collider after deleting the original collider, which requires computing the center coordinates and size of each collider. This will result in the following variables: A 3-dimensional vector (vector3) for the size of the wall, wallSize Relative coordinates of the window to the wall in another vector3, windowCenter Length of one side of the window in a vector2, windowSize The actual calculation is as follows: *The collider is a local coordinate system, so rotation doesn't need to be considered. *The origin of the wall is at the center of the bottom surface, and the origin of the window is at the center of the length and width ▼Upper collider var sizeX = wallSize.x; var sizeY = wallSize.y - (windowCenter.y + windowSize.y); var colSize = new Vector3(sizeX, sizeY, windowSize.z); var posX = 0f; var posY = wallSize.y - sizeY/2f; var colCenter = new Vector3(posX , posY, windowSize.z/2f); ▼Lower collider var sizeX = wallSize.x; var sizeY = windowCenter.y - windowSize.y/2f; var colSize = new Vector3(sizeX, sizeY, windowSize.z); var posX = 0f; var posY = sizeY /2f; var colCenter = new Vector3(posX , posY, windowSize.z/2f); ▼Left collider (The x-axis is zero at the center of the wall, so the coordinate of the left end of the wall is -wallSize.x / 2f) var sizeX = - wallSize.x/2f + windowCenter.x - windowSize.x/2f; var sizeY = windowSize.y; var colSize = new Vector3(sizeX, sizeY, windowSize.z); var posX = -windowSize.x/2f + sizeX/2f; var posY = windowCenter.y; var colCenter = new Vector3(posX , posY, windowSize.z/2f); ▼Right Collider var sizeX = wallSize.x/2f - (wallCenter.x + wallSize.x/2f); var sizeY = windowSize.y; var colSize = new Vector3(sizeX, sizeY, windowSize.z); var posX = wallSize.x/2f - sizeX/2f; var posY = windowCenter.y; var colCenter = new Vector3(posX , posY, windowSize.z/2f); Set these values to position the collider so that it doesn't cover the window area. Future Endeavors With the process described here, it is difficult to make holes in the collider with non-rectangular shapes. At the moment windows of different shapes can't be made, but there are possible ways to accomplish this: Increasing the number of box colliders and arranging them like an integral, which could make shapes really close to circles and triangles. But this drastically increases the number of box colliders as accuracy increases. Preparing colliders with triangular or circular holes in advance. After making holes in a rectangle, place these prepared colliders inside the holes. It takes time and effort to prepare colliders with special shapes, but it might reduce the number of colliders necessary. Final Thoughts The combination of shaders and collider management allows us to create an experience where windows can be placed freely on walls! We hope to create more and more awesome building features! If you're interested, definitely give it a try in Holoearth!

Date

24.4.26

Category

  • Engineering
Taking 2D Concept Art to 3D: a 2D Art Director and 3D Environments Designer Interview

Taking 2D Concept Art to 3D: a 2D Art Director and 3D Environments Designer Interview

Greetings from the Holoearth Management Team! For this edition of the development blog series we interviewed our 2D Art Director, YK-san, and 3D Environments Designer, Shimano-san. We asked them all about the process of taking in-game areas such as the Simulation Room and Kyo-no-Miyako from the 2D concept art phase to fully-fledged 3D, what the communication process is like, and more! Interviewee introduction "YK-san" Position: 2D Art Director Date joined: April, 2021 Industry experience: 8 years Interviewee introduction "Shimano-san" Position: 3D Environments Designer Date joined: April, 2022 Industry experience: 20 years First of all, please tell us about your professional history and your current roles. YK-san (hereafter YK): Before this I worked for 8 years as a concept artist for console games. From there I joined the Holoearth development team as an art director, and I'm going onto my third year here. I oversee the concept art designs for backgrounds, props, and other things that will be implemented in Holoearth. ▲Some of YK-san's concept art Shimano-san (hereafter Shimano): Like YK I also came over from the gaming industry, where I got about 20 years of experience in console and arcade games, mobile, and even pachinko and slots, touching pretty much every genre at one point or another. It's just now two years since I joined the Holoearth development team. I primarily oversee specifications, production, and final quality control for in-game environments. What was the state of Holoearth development when you first joined? YK: I joined the company when the Holoearth project plan had just been established. The first thing shown to me was 3D models of [hololive] talents running around free Unity assets. We only had a very rough mock up of what we wanted to achieve with Holoearth, but there wasn't yet a very concrete framework in place. Shimano: When I first joined the 3D there essentially wasn't yet a 3D environment team, so I was asked to be a core foundational member of the new team.  So you were involved in the planning when it was still being set up! Do you mind telling us how you are approaching your work at the moment? YK: For starters, we receive new requests from the producer and directors. With the Simulation Room, for example, we were asked to create a gameplay area where building and crafting would be possible. We then worked with the producer to design something that would both fit in the Holoearth setting and satisfy UX requirements, such as "when [players] cut down a tree, they will receive lumber that can be used for crafting and building." And the 3D team takes the concept art to work with. Is there anything you're sure to keep in mind when creating 3D models from the concept art? Shimano: Absolutely. On the 3D side of things, we can't really create a world as we see fit without the original concept designs. I think that if the role of 2D artists is to take a concept from 0 to 1, the purpose of my work is to take that 1 to 100. So we strive to reproduce the concept art as closely as possible and take it to 100 by creating scenery and small details not visible in the 2D art. Finally, we also make adjustments to achieve a good visual balance. ▲YK's concept art for the Simulation Room ▲Creating the area behind the tree and small details not depicted in the concept art Looking at the development framework it would appear like the 2D and 3D teams are working together in tandem. When the concept art is finished and passed on for 3D modeling, the two teams are still communicating closely with one another, correct? Shimano: We simply ask [the 2D team] when we need to clarify anything. For example, when we are unsure of what kind of feel to give something we're turning into 3D we'll just approach YK and think together on a good workflow that includes the considerations of the 2D side and the circumstances of the 3D side. YK: I don't really think everything can be conveyed in 2D from the very beginning, so it's great to be able to further express what I had in mind when creating designs through this sort of informal conversation. Shimano: It's good to have the artists right at hand to continue production smoothly with the final image in mind. In this new frontier of the "metaverse," the sentiments of the producer and directors must change quite a lot - how do you maintain flexibility in this rapidly evolving environment? Shimano: For me, breaking things we have created is part of the creative process. It's not "one and done," but more a process of creating something as a launchpad for something else, and fixing it with feedback along the way. On the other hand, the 3D team is also in charge of the final output of each design, so we have to be very conscious of deadlines. Due to this, we are always torn between wanting to continue working on something and establishing a firm line in terms of quality in order to meet a deadline.  YK: I'll decide what I feel must absolutely remain in the design and what has more wiggle room within the scope of the schedule so we can come to a compromise. As the team has grown, how do you approach communication and team building with the various team members? YK: As far as the 2D team is concerned, we haven't established absolute requirements as such. I ask team members to decide what they want to do, and we then try to incorporate it into the design process in a way that best utilizes those ideas. Shimano: When it comes to the 3D environments team, we divide everything into discussions about the big picture and the detailed process. For the big picture, this is all about members sharing their important values. These are values we all share as a team: mutual respect, willingness to rebuild things, not isolating anyone, not flat out rejecting ideas. The detailed discussions are for concretizing each member's tasks at hand. In making to-do lists of all the tasks that need to be done, including verbal requests, we are able to manage the process so that we don't miss anything or take on more than we can handle, and also each task can be handled by the right person in the right place at the right time.  As a team what is on your mind as you work to create something like Holoearth that hasn't really been seen before? YK: This relates to what we were talking about previously, but we place full importance on the world-building and guidelines envisioned by the producer, and work to expand the values of each team member and reflect those in Holoearth as much as possible. Incidentally, YK-san, how do you expand your worldview and update your own personal values? YK: I'm always thinking of areas that no one has challenged and expanding my own strong points. I like to reference things that actually exist while, say, combining A and B in such a way that no one has seen yet. I explore combining various environments and settings each day to create something new. I also try to keep my antennae out for environments and values that can further enhance the general setting thought of by the producer. Shimano-san, when were your thoughts when creating the Simulation Room? Shimano: We created the Simulation Room once YK's concept art was released. First of all, we poured over the 2D art to make sure it could be built well in 3D by envisioning the finished 3D version. Then we saved that 3D image in our minds and began work on reconstructing it in 3D with DCC (digital content creation) tools.  In bringing something to 3D, as much as possible I want to honor YK's original without losing anything. Once we feel we have achieved this, we turn our attention to creating a 360° view of the environment that is not depicted in the 2D art - within budget. 1. Concept art 2. Modeling and overall construction phase 3. Lighting to adjust overall color and brightness 4. Completed version with surrounding areas and gameplay elements (portal) Finally, we work with the technical artist (TA) to add custom shaders with movement and a distinct style to increase the graphical quality by one or two more degrees. ▲Working with the TA, stencils and omnidirectional video were combined to create a unique parallax effect for the sky There are instances where the final detailing can't be completed with 3D models alone, so you work with the TA to achieve the final product? Shimano: That's right. The interesting part is, what happens is a cycle where the concept art moves to the 3D phase, the 3D team consults the TA, and the TA in turn refers back to the original art to help create the final version. That's what I think is particularly interesting and how I know it will get even better.  Is this something you didn't see much in development until now? Shimano: As far as I'm aware this kind of creative environment isn't too common. Typically, you are so busy working just to meet deadlines from start to finish.  But with Holoearth's development, there is actually time to spend thinking about things like, "what should we do with the look of this asset?" When it suits us we spend something like 60-70% of our work on this instead. YK: Usually the art team doesn't really get to be involved with anything after it goes to 3D, but with Holoearth what's interesting is we get to have responsibility for helping supervise the final output and polishing it together. And that's how the Kyo-no-Miyako and Simulation Room areas came to be last year. Looking at the response from players, has anything come to your attention? YK: I feel a lot of encouragement seeing people enjoy what we have so far despite not having a ton of content out yet. Shimano: Seeing so many players visit the Simulation Room and Kyo-no-Miyako, running and jumping and poking around every corner, makes me really happy but also a little nervous. Those who are playing Holoearth are coming at it from both a kind but also critical perspective. We get tons of positive comments, but also sometimes critical feedback, which we are grateful for.  So days when new content is released are the most nerve wracking but exciting moments. ▲Many players gathered for "hatsumode" in the New Year's version of Kyo-no-Miyako released on Jan 1, 2024 ▲Players sit around the kotatsu to enjoy the "holo Out, holo In 2023 ▷ 2024" stream YK: In the console world, releasing content publicly while at this stage of development isn't really heard of. Shimano: That's true; this feeling of doing something to the tune of almost a live performance is quite intriguing.  You are in a spot where you can be creating and building while also being able to have back-and-forth with users at the same time. Shimano: Also, we have a guideline from the producer where "this is something that we will continuously be creating, so the real finished product can be shown a little later," which lends some sense of relief.  Thanks to that, we can keep our feet firmly planted on the ground and sort out what needs to be prioritized, such as whether to make this asset now or carry it over to next time, so we don't have to make a lot of compromises to finish something if it's not ready. In this way, players can hopefully anticipate more improvements and growth each time. YK: To that end, we place great importance on not betraying players' trust as we work on development.    How about we end on what you both would like to challenge going forward. Shimano: Just as in the beginning, I still think we cannot be 100% dependent all the time on the art team and instead we need to complement each other. If we have something that doesn't seem like it can be designed totally from scratch, the 3D environments team would like to propose perhaps creating it in reverse and being involved with the design, when possible. For example, the "Alternative City" we are currently making is a large city area, so it may not be possible to have the art team solely take care of every detail. So if it is a motif that can be seen readily in the real world, such as roadside trees or plants, the environments team is gradually working to help with the design aspect as well. I'd like to further strengthen this capability in the future. YK: I'm always thinking about how unique the Holoearth experience is, and I hope the environments, creatures, and other aspects of the world can immerse players in an experience that can't be had elsewhere.

Date

24.4.26

Category

  • Design
Launching the Development Blog: “HOLOEARTH STUDIO”

Launching the Development Blog: “HOLOEARTH STUDIO”

Hello everyone, this is the Holoearth producer, Oooka. From next month we will have more and more Holoearth releases on the way! Now that we are at a point where there is more content to experience, I am sure there are many who are wondering about the technology behind Holoearth and what is on developers' minds as they continue with development - so to that end we are releasing a blog to bring you the voices of the development team! We aim to regularly post to the official website's "HOLOEARTH STUDIO" corner going forward. A number of initial topics will be posted following this initial announcement, so we hope you will give them a read.  On this occasion of launching the development blog, our very own CTO, Ikko Fukuda, also has a message for everyone! Greetings, everyone. This is Fukuda, CTO of COVER Corporation. We have decided at this point to start a development blog for Holoearth. COVER Corporation has written about the technology used in the VTuber business in its "COVER Tech" blog, and from here on we would also like to write about the technology used in Holoearth on an ongoing basis. The world of VTuber technology is something of a "technological mixed martial art" concerning people, and on the other hand metaverse technology is something of a "technological mixed martial art" concerning the world, as I see it. Just like the real world, the metaverse also aims to provide the spatial, societal, economic, and other various structures necessary for daily life. In more concrete terms, it requires the technology to provide mechanisms for people to realize a variety of experiences, such as building one's own housing, making friends through new encounters with others, or trying on and purchasing avatar outfits. We are excited to expand this new world of Holoearth together with everyone, and so we will introduce the technology that acts as its foundation. I hope you are looking forward to it. Indeed, Holoearth is a new technological challenge for COVER Corporation that might seem somewhat like a mystery from the outside. As much as possible, we hope to continue to provide insights and the latest information on what goes into the introduction of new tech, as well as behind-the-scenes development efforts. We appreciate your continued support!

Date

24.4.26

Category

  • Other