Community Announcements - matthew.finitz
Patch 1.0.0.24 introduces more ways to heal with more emphasis on melee combat. In addition, we've added some cool flaw tiles and other minor fixes.

  • Melee Combat Healing - Now when you kill monsters with melee attacks, they drop (green) health crystals. Ability attacks still yield warp crystals as before. These health crystals can be looted to restore small amounts of health. Players now have a strategic choice on whether to farm warp crystals or restore health.
  • Health wells - Each midimension has the chance to spawn a health well on a random isle. These wells can be used to restore large amounts of health. We've also added a health well to the midimension entrance so there's always at least (1) well per level.
  • Flaw Tiles - We've added new Flaw isles to create different challenges when coming face-to-face with flaws. We've got several more features coming on our roadmap to increase the challenge and fun of these encounters.
  • Crystal Tooltips - We've added small text of - "Missile", "Blast", or "Healing" to ability crystals so players can understand what abilities they've looted.
  • Structure/Strategy Tooltips - We've added audible tooltips to the structure and strategy indicators at the beginning of the midimension so players can learn game concepts easier.
Community Announcements - matthew.finitz
Patch 1.0.0.23 contains a mixed-bag of small fixes.

  • Tree Walkers - We updated our pathfinding and tiles to reduce the crazy things our monsters do. They behave much better now, but still do not like you. We're working on that.
  • Flaw Tracking - To help players find flaws better, we've added flaw beams that shoot into the sky and make flaws easier to spot. Previously, flaw islands glowed red and would shine beacons, but these cues were too subtle for novice players. The new beams work splendidly, and even better, they just look ******* cool.
  • Flaw Clipping - We added colliders so it's more difficult to walk "thru" flaws. We're still working on a way for this to be more fluid when walking "right up" to them.
  • Crystal Recycling No-No - We fixed a bug where players were able to recycle ability crystals (bad).
  • Locker Titles - We changed the background on locker titles so players wouldn't try to 'click' on them.
  • More Smasher/Recycler Audibles - We added more audible info to our Smasher and Recyclers to guide novice players better.
Community Announcements - matthew.finitz
Happy Holidays!
As promised, we've just pushed patch 1.0.0.2 that includes over 15 big changes and hundreds of small improvements.


Big Changes
  • Better dynamic level generation – We’ve improved the way levels are procedurally generated, and added theming. Previously, levels were generated as a mix-up of three themes (dungeon, forest, scifi). Now, we’ve isolated those themes so you experience one per level. This helps each level feel more individual, and provides us with a cleaner way of providing more “worlds” in future patches.
  • Fortress improvements – We’ve made several improvements to our fortress levels and made them easier and more deterministic to reach.
  • New levels – Players can now enjoy 24 – 36 unique levels to play, depending on character difficulty chosen. And there's more on the way :)
  • Difficulty settings – When creating a character, players can choose a difficulty setting of Acolyte, Crusader, or Zealot. Harder modes allow players to access new strategy levels in addition to making monsters and flaws more challenging.
  • Complete rework of monster AI - Monsters now have a wider range of abilities that make combat more dynamic. Monsters can also use warps/lifts making it harder to avoid them.
  • Better flaw combat – we’ve added more abilities to flaws to make fighting them more active, and added turrets to tie in their relationship with fortresses and later levels of the game.
  • New Tutorial! - Now you can learn the game dynamics while destroying a flaw... in your Meshold! Improved learning experience also added via voice/tooltips throughout the game. 
  • New Meshold – Players now have a very "Guardian-worthy" base of operations that ties in well with the storyline. We've added maps of the warpstream, and a study for you to learn more strategies on how to hunt and kill flaws. The Meshold now has multiple warpstream entrances, allowing players to play the game and progress in the order they feel like. 
  • Improved storyline! - We've done a major refactor on how your story as a guardian unfolds.
  • Immersive movement - Players can now dash, fly, and fall in a much more immersive experience. Teleporting is still supported for players who prefer that experience. 
  • Immersive warping – Players choosing dash will now make a much bigger entrance when entering and leaving midimensions, or using warps within. 
  • Improved UX - We've added health/energy meters on weapons, and added midimension structure and strategy indicators in levels. 
  • Reworked controller actions – We've moved to using the touchpad for movement and trigger for abilities. Visor gripping stays the same.
  • Better melee – We’ve increased the damage of hard swings, and added the ability for them to stun monsters. We’ve also added the ability to shield bash, creating a smooth swinging rhythm for those who love to sword-n-board.
  • Crystal Wielding – Players didn't realize they could wield ability crystals without an artifact. We’ve made it more obvious that players can forge and use ability crystals by themselves. And we’ve added handheld UX to them so players are more inclined to use them.
  • Character Metrics - We've added metrics so players can track their progress and effectiveness as a guardian.
  • New Monsters - We've added several new monsters with new abilities.
  • New Artifacts - We've added a few new artifacts and update a couple with new looks.

Once again, thanks for all the amazing feedback and happy holidays :)
Community Announcements - matthew.finitz
Overview
 
When we set out to implement patch 1.0.0.2 in mid-November, we had one thing in mind – make combat better. After talking with players, we realized they had a much higher expectation of what VR combat should be. While some early releases like Vanishing Realms had set a base standard, newer games like Raw Data definitely turned things up. And while we knew that some of these expectations were high for an indie title like Warpin: Creation (VR), we still wanted to take steps to make the game better for players and feel somewhat competitive with other titles in its price range.

After we reworked the monster AI and they started jumping and running at us, we realized there was potential to make Warpin even better, and began to compile a list of other features to add. At the same time, our metrics started showing that players weren’t making it to the better levels of the game because they didn’t understand the progression of the warpstream. So, with all this in-mind, we pulled out some of the original designs, cracked our knuckles, and got down to the business of making Patch 1.0.0.2, and what feels like a different, better, Warpin: Creation (VR). 

When we say different, we somewhat mean it. While several mechanics within the midimensions will feel familiar, most of the mechanics outside of them will feel new. We've made a new tutorial that furthers the Guardian storyline. It gets players into the game quicker and is more fun than the old "museum of text". We've created an entirely new Meshold that helps players understand the different levels they can play and how to progress. We've given more cues on how to play the game with better UI. We've added motion to movement to improve immersion. We’ve made the worlds feel more unique by separating themes. And we've made the monsters smarter on hunting you down. All these changes add up to what feels like the chaotic Warpin we originally imagined 25 years ago. 

However, not all changes come easily. In patch 1.0.0.2, we completely reworked the controller actions. Now, the touchpad is used for movement (changed from using abilities), and the trigger is used for abilities. This change comes in big part to many player requests to have the controller behave like other VR games. The side effect of this approach is you only have one button for firing per controller.

Because of this change artifacts and forges will now only support (1) ability. Players who forged weapons with multiple abilities can use a new Meshold appliance – the Recycler – to extract abilities from their artifacts, so they can be reconfigured.

This change also affects combat play style. Players may now need to "stance dance" in combat to switch between offensive/defensive styles. For example, if I am firing two pistols (both projectile), I may need to switch to another artifact like my shield to heal quickly and block, then switch back to pistols for maximum offense. This play style returns the combat mechanics back to their original design where player mastery was about your actual physical involvement (real world agility) in *combination with* having built and effectively using a well-balanced "wardrobe" of weaponry. This also helps players understand the design of the grip visor, and why “quick grip” inventory is core to playing.

Overall, patch 1.0.0.2 brings a whole new experience that makes it easier for players to get into the game, be a guardian, and save existence. It also increases the active feeling of combat. We recommend players create a new character to enjoy the full scope of these changes.

Once again, thanks to the players for all your feedback and cool ideas. We'll be taking a short break for the holidays, and then returning to start on Patch 1.0.0.3. Until then, here’s the detailed breakdown of upcoming changes in Patch 1.0.0.2.

Big Changes
  • Better dynamic level generation – We’ve improved the way levels are procedurally generated, and added theming. Previously, levels were generated as a mix-up of three themes (dungeon, forest, scifi). Now, we’ve isolated those themes so you experience one per level. This helps each level feel more individual, and provides us with a cleaner way of providing more “worlds” in future patches.
  • Fortress improvements – We’ve made several improvements to our fortress levels and made them easier and more deterministic to reach.
  • New levels – Players can now enjoy 24 – 36 unique levels to play, depending on character difficulty chosen.
  • Difficulty settings – When creating a character, players can choose a difficulty setting of Acolyte, Crusader, or Zealot. Harder modes allow players to access new strategy levels in addition to making monsters and flaws more challenging.
  • Complete rework of monster AI - Monsters now have a wider range of abilities that make combat more dynamic. Monsters can also use warps/lifts making it harder to avoid them.
  • Better flaw combat – we’ve added more abilities to flaws to make fighting them more active, and added turrets to tie in their relationship with fortresses and later levels of the game.
  • New Tutorial! - Now you can learn the game dynamics while destroying a flaw... in your Meshold! Improved learning experience also added via voice/tooltips throughout the game. 
  • New Meshold – Players now have a very "Guardian-worthy" base of operations that ties in well with the storyline. We've added maps of the warpstream, and a study for you to learn more strategies on how to hunt and kill flaws. The Meshold now has multiple warpstream entrances, allowing players to play the game and progress in the order they feel like. 
  • Improved storyline! - We've done a major refactor on how your story as a guardian unfolds.
  • Immersive movement - Players can now dash, fly, and fall in a much more immersive experience. Teleporting is still supported for players who prefer that experience. 
  • Immersive warping – Players choosing dash will now make a much bigger entrance when entering and leaving midimensions, or using warps within. 
  • Improved UX - We've added health/energy meters on weapons, and added midimension structure and strategy indicators in levels. 
  • Reworked controller actions – We've moved to using the touchpad for movement and trigger for abilities. Visor gripping stays the same.
  • Better melee – We’ve increased the damage of hard swings, and added the ability for them to stun monsters. We’ve also added the ability to shield bash, creating a smooth swinging rhythm for those who love to sword-n-board.
  • Crystal Wielding – Players didn't realize they could wield ability crystals without an artifact. We’ve made it more obvious that players can forge and use ability crystals by themselves. And we’ve added handheld UX to them so players are more inclined to use them.
  • Character Metrics - We've added metrics so players can track their progress and effectiveness as a guardian.

For more images and videos of the upcoming patch, be sure to check our facebook page over the next few days. Thanks again for playing.
Nov 6, 2016
Community Announcements - matthew.finitz
Overview
A lot of our feedback has been around the feel of melee combat, so we wanted to address that quickly. Thanks to all of you who have emailed us with your ideas and support. We love hearing from you and want to continue to make Warpin: Creation a great game for all. So, without further ado, here's patch 1.0.0.1.

Main Issues
Velocity-based melee: A few players really wanted melee swings to feel more real, so we re-enabled velocity-based melee.
  • Light "tickles" no longer score hits. However, we did play around with the range of sensitivity and kept it at a place where we felt like we weren't forcing less physical players to over-exert themselves.
  • Harder hits do more damage within a level-bound range. Your swing's distance and speed determine Average, Hard, or Powerful hits that do average, hard, or powerful damage respective to character level.
  • Harder hits feel harder with more haptic feedback.

Blocking
  • Added a recoil animation to monsters when a block is successful. This now breaks combo chains on monsters and allows successful blocks to open up the monster better for player attacks.

Minor Issues
  • Fix tutorial text to "Grip twice and hold" as some weren't picking up on the "double-click" -> "double-grip" reference.
  • Fix island material colors (to brownish red) for massive levels.
  • Add warpstream entrance statues to entrance island to make your starting point more recognizable in a midimension.
  • Remove warpstream banner as most felt it was cooler without it.


We're currently prioritizing Patch 1.0.0.2 and we'll be back with more updates and better game play. Thanks for playing.
...

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