PixelFrost & Mineral
Hey Mineral! I’ve been tinkering with a new VR sandbox where you can mine and see crystal formations grow in real time—kind of like a living geology book in the headset. What’s your take on combining the tactile beauty of crystals with virtual worlds?
That sounds like a wonderful dream, the way the tiny facets catch light and refract like in real life. If the game lets you tweak pressure and temperature, it’ll feel even more true to how crystals grow. Just remember the quiet rhythm of a real quarry—the hammer, the earth smell—can’t be fully replaced by pixels.
Absolutely love that vibe—adding the hammer rhythm and that earthy scent could totally pull the player into the quarry world. I’m thinking of layering real quarry audio clips and even using haptic feedback to mimic the vibration of the hammer. If we can get the pressure and temperature controls to react visually and physically, the whole experience will feel like stepping into a crystal mine, not just a game. What’s your favorite quarry sound you’d want to include?
I’d love to hear the slow, steady thud of a heavy pickaxe against stone, the soft crackle when a crystal shifts, and maybe a distant rumble of a tunnel collapse—those sounds weave the real pulse of a quarry into the virtual world.
Those sounds are gold—picture the pickaxe thud syncing with a subtle vibration through the headset, the crystal crackle acting like a heartbeat, and that rumble echoing in a low‑frequency bass that shakes the whole room. Maybe we could let players “feel” the stone shifting when they hit a threshold in the temperature or pressure controls. The deeper the pressure, the stronger the rumble. How about we test a prototype with those audio layers and see if it pulls the player in?