Inspiration

🌾 Harvest & Mine VR by Billy Kennedy / Billy Bikes LLC

🔥 Inspiration This game was inspired by classics like Harvest Moon and Rune Factory, distilled into a compact mobile VR experience for Meta Horizon Worlds. I wanted to capture the satisfying loop of farming and mining, while adapting it to fit Horizon’s scripting system, performance limits, and community-driven sharing.

🛠️ How I Built It Game Engine: Meta Horizon Worlds

Scripting: TypeScript (horizon/core)

Interaction System: Custom reusable ResourceTrigger components for carrots, ore, etc.

Progression: Score-based collection and reward system using persistent variables (PVARS)

Regeneration Logic: Crops and rocks reappear after a cooldown using async.setTimeout

No UI dependencies: Kept gameplay diegetic and fast — no menus, just action and points

Multiplayer Ready: Each player's score is tracked individually

🔢 Core Gameplay Loop Collect Resources Walk up to carrots or mining rocks — touching them adds score:

score

new

score current + resourceValue score new ​ =score current ​ +resourceValue Cooldown and Respawn Each resource hides on pickup and respawns after a set time.

Score-Based Unlocks (Optional) If expanded, players could unlock tools, new zones, or cosmetics when:

score ≥ 100 ⇒ Unlock Item or Dialogue score≥100⇒Unlock Item or Dialogue 💡 What I Learned How to use Horizon’s hz.Component system to make modular, reusable logic

How to work within 700 object limits, no interior objects, and physics bugs

How to handle player data with persistent storage

How to debug GenAI-suggested code using the Meta v77 Developer API

How to design a progression system using only world-based logic (no inventory)

🚧 Challenges Faced Lack of full documentation early on led to broken Gen AI scripts

Animations, physics, and complex models often broke triggers or visibility

No inventory system forced a shift to score-based mechanics (actually made it better)

Had to balance building while also learning the new scripting API in v77

🎮 What’s Next Adding tool unlocks via score

Creating NPCs that respond to player milestones

Adding visual crop stages and a simple UI

Expanding to multiplayer leaderboards and trading

What it does

How we built it

Challenges we ran into

Accomplishments that we're proud of

What we learned

What's next for MetaMeadows

https://horizon.meta.com/world/605628045975574/?locale=en_US

Built With

  • gen
  • horizon/core-api
  • meta-horizon-worlds
  • persistent-storage-(pvars)
  • typescript
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