Working on the live prototype for the smashing interactions deep in the dungeons of FiredrakeVR!
I’ve always wanted the world to feel alive… where almost everything reacts to the player’s touch. Ideally, you could smash, break, or shatter nearly every object in sight. But, given the limits of mobile VR performance, I’ve had to make some tough choices.
So for now, the focus is on the fun stuff — vases, crates, bottles — all those classic dungeon props just begging to be smashed into pieces. There’s something deeply satisfying about watching shards and splinters fly after a solid swing.
It’s already feeling great in the prototype, tight, responsive, and pure chaos in the best way. The goal is to make every strike feel like it matters… even if it’s just turning a dusty old bottle into flying glass.
More tweaks to come , next up, tuning the destruction effects and debris to keep performance rock-solid on Quest hardware.
The dungeons are coming to life — one broken vase at a time.