Hot Dogs, Horseshoes & Hand Grenades
Do you like hot dogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we've got all that, and guns. SO MANY GUNS. So if you like ordnance, meat, and far too many groan-worthy puns, this is the VR sandbox game for you.
Kürzliche Reviews:
Sehr positiv (87) - 96% der 87 Nutzerreviews der letzten 30 Tage sind positiv.
Alle Reviews:
Äußerst positiv (1,986) - 96 % der 1,986 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung:
5. Apr. 2016
Entwickler:
Publisher:

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Early Access-Spiel

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Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

“Not every game is a good fit for early access, but we think Hot Dogs, Horseshoes & Hand Grenades is a perfect fit. It’s a sandbox game encompassing many different modes, mini-games and contexts that are evolving together. Moreover, as VR is developing at such a rapid pace, we think this is the best time to iterate on a live audience, and get tons of feedback from doing our development and experimentation out in the public.”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

“This isn’t set in stone, but we are currently looking at leaving Early Access sometime in 2018.”

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

“Hot Dogs, Horseshoes & Hand Grenades will continue to grow through a series of experiments, varying from freeform sandbox to more traditionally structured games. We’re not set in stone on the exact scope or breadth of the experience, and have since initial launch on the store already added over half-a-dozen environments that were not originally envisioned. We’re still actively designing, work-shopping ideas, and listening and responding to what the player community is enjoying. You should expect the following categories of content to continue being filled out over the game’s development:

- More Weapons/Virtual Objects: We’ve already got over 150 firearms in the game (as of late 2017) and have dozens more in various stages of pre-production. The goal is to have these added at a rate of about one to three a week, possibly faster, possibly slower. Prioritization on what types will be added is based on providing new interaction types (new and different types of reloading, cycling, aiming), and building out robust systems for terminal ballistics, impacts, and pyrotechnics.

- Game-play Modes: Hand tracked VR plus mechanically simulated objects make for an entirely new type of interaction rhythm for gaming gun-play. We’ll be exploring various genre/mechanic contexts for our virtual weapon systems, and pushing them into the game’s build at the very early stages to see how they play, and get feedback. The best that rise to the top with get further love and refinement.

- Chill out Spaces: For as much as games focus on the action-ee side of guns, anyone who’s gone shooting in the real world knows it’s an activity that’s much more akin to the pace of fishing. It’s a relaxing experience. So we’re going to continue to expand indoor and outdoor shooting range experiences focused on that, and all their futzy simulatory joy including manual reloading, zeroing of sights, and getting a stabilized long-range shooting system working smoothly.

- Anything else out nutty minds come up with and decide to slam in for the joy of it!”

Was ist der derzeitige Stand der Early Access-Version?

“H3VR has an extensive collection of Virtual Equipment comprising over 150 firearms, dozens of attachments, melee weapons, and other toys.

It also currently consists of 20 scenes and modes, broken down into several categories.

Sandbox Ranges:
  • Warehouse Range: A large indoor environment will the entire suite of weapons and interactive toys we've been working on. There's a dynamic target sequencer to play with as well.
  • Friendly 45 Range: The back yard shooting range we all wish we had. With sets of steel targets in sets going out to 100 meters, and a simple Skeet-style target launcher.
  • Indoor Range: A quintessential 5-lane indoor shooting environment with a scored paper target system that can be adjusted to varying ranges.
  • Sniper Range: A two-level 400m long course designed for prone-firing of sniper rifles at extreme ranges.
  • Arizona Range (and Arizona at Night): A relaxing outdoor desert plain environment with various destructible targets. A great chill-out space.

Games and Experiments:
  • Take And Hold: An exciting new combat mode for H3! Find equipment, take capture points and then defend them from waves of attacking bots. Survive, repeat, go as long as you can.
  • Wurstwurld: A wild-west themed adventure shooting experience. Come explore the largest meat-themed amusement park in the midwest. Includes bandit bots to fight, a horseshoe coarse to conquer, and puzzles to solve!
  • M.E.A.T.S. Preview: Themed dynamic target sequences in 8 challenging categories. Uses an unlock system where players earn S.A.U.C.E. to unlock various firearms.
  • Grenade Skeeball: A pyrotechnic twist on the classic arcade game. Fling m-219 fragmentation grenades down a wooden ramp to knock towers of colored blocks off their plinths. A community favorite!
  • The Gunnasium: A combined climbing and shooting challenge. Think American Ninja-Warrior with a handgun!
  • Arcade Prototype: A Sci-fi minimalist experiment where you shoot at swarms of geometric shapes that attack in waves.
  • Breaching Prototype: A locomotion-centric course with you breaching a simulated building with destructible standees and IPSC regulation shooting targets on a timer.
  • Arena Prototype: A Battle-Arena where we are currently prototyping advanced combat robot agents for you to take on with the game's full arsenal
  • Mini-Arena: A small-environment experiment with a configurable bot spawner, and dramatic lighting.
  • Modular Range: A sci-fi themed course with various timed shooting challenges with global scoreboards.

Holiday Scenes:
  • Meat Grinder: A challenging survival horror mode, where the player is trapped in a nightmarish maze by a deranged fast-food research scientist. Can you survive long enough to fulfill his deranged demands?
  • Spooky 45: A dark, spooky version to the Arizona Range.
  • Meatmas SnowGlobe: Available only in the months around the Holiday season, this scene changes every year to include new festive goodies!

    Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

    “There will be a small price increase when we leave early access.”

    Wie werden Sie versuchen, die Community in den Entwicklungsprozess mit einzubeziehen?

    “Our goal is to use Early Access as an extended play-test period. We are really looking forward to getting Hot Dogs, Horseshoes & Hand Grenades in the hands of the community and to start getting feedback. As we work on adding more toys to the sandbox, we want to see all the crazy uses of those toys you folks come up with. While this user feedback will no doubt help us catch some bugs and glitches, we are most interested in seeing what is really working well so we can push those features harder.

    While we can’t include every bit of feedback, if you are really enjoying one of our experiment scenes, Hit the community page and let us know!”
    Weiterlesen
    Hinweis: Benötigt das folgende VR-Headset: HTC Vive. Weitere Informationen finden Sie auf der VR-Supportseite.

    Hot Dogs, Horseshoes & Hand Grenades kaufen

     

    Kürzliche Updates Alle anzeigen (105)

    10. August

    Alpha 1 of Update 59 is Now Live (on the Alpha Branch)


    Hi folks,

    https://www.youtube.com/watch?v=3piKFKaxCZM

    Short message today as Anton is sick in bed.

    To switch to the alpha branch:

    Right Click H3VR in Steam and go to 'Properties'
    Click on the 'Betas' tab
    Click the dropdown and select 'Alpha 1'
    Hope you all have a wonderful weekend!

    Peace,
    Anton
    34 Kommentare Weiterlesen

    5. August

    Important Announcement About Coming Updates

    Howdy Folks!

    Hope you're all having a pleasant beginning to your August. As my vacation is coming to a close, I figured it would be a good time to prepare you all for what's in store for H3 for the remainder of the Summer.

    We're going to be starting a new Alpha cycle, similar to what was done for Update 52 (but hopefully much shorter). For those of your not familiar with the last cycle, in short, Updates over the coming weeks will ONLY be pushed to the Alpha Branch on steam.

    In addition, during the Alpha cycle, several things will be different about the game that will result in a sub-par experience for folks used to 'things as normal' such as:

    • Some scenes will be intermittently disabled or broken without warning as core systems are replaced/modified.
    • Game balance will be WAY OFF in modes like Take and Hold, while things related to firearm damage, etc. are rebuilt.
    • Performance may be terrible in certain scenes, with certain objects, agents, etc.
    • Bugs, so many bugs

    Now, you might be asking, why is this all happening? Well similar to with Update 52, there are systems in need of work, to support future modes, to improve performance, to fix long-broken issues, that need a level of rewrite that is... not frictionless. Some of this work is experimental/iterative where testing will need to be done in phases to determine if design decisions being implemented are the right ones. It will likely get messy. For the Update 59 Alpha Cycle, my focus points and goals are as follows:

    System Set 1: Ballistics System Refactor

    H3's current ballistics system is OLD. Much of its structure and thinking actually predate the game, and come from an earlier non-vr prototype I was working on, back when... I... um... was a far far worse coder. It's wasteful, tries to simulate far more than is needed, is almost impossible to control design-wise, makes bad assumptions, and doesn't actually produce terribly interesting ricochet and penetration behavior, despite performing a lot of expensive calculation. It was also designed at a time where the player was the only one firing projectiles, and so its computation overhead was acceptable. That is no longer the case so...

    SO, instead of continuing to do what I've done for the past 2.5 years, which is just to throw more on the pile, and engineer around old terrible decisions, I'm ripping off the band-aid and completely rebuilding the projectile class itself, and the generic damage class system that everything uses for transmitting 'damage' and related things like force, references to things that do damage, etc.

    The hope is that when this is all done, we should get the the following benefits:

    • MUCH cheaper projectile code in general.
    • More interesting, differentiatable behavior when projectiles of various types strike various materials. Wood, plastic, and thin metal, plaster and like will be more able to be penetrated.
    • Ricochets will be more common and occur at the types of angles they should.
    • Multiple penetration will actually happen when it should.
    • Transmission of damage, especially differentiating armor-penentrating rounds from expanding and frangible projectiles will be more interesting and accurate.
    • Projectiles and melee hits will be able to 'carry' other types of damage as well, from thermal, to emp, to just physics force. Instead of a nasty hacky set of additions i've made over the past year, this will all be unified.

    In short, it will matter more what type of round you're firing out of a gun (AP, FMJ, JHP, Slugs, Buckshot, Flechettes, etc.). Certain round types will be far more situational, and there will be more reasons for me to to make combat environments contain more types of materials, as the penetrability of those materials will make the range of cover-to-concealment more tactically interesting based on weapon platform.

    It will be a cleaner, faster, and roundly better simulation, and despite juuuuuuuust how many things I will have to break and rebuild to make this happen, it will be more than worth it in the end. The goal is to make this the last time I ever have to significantly change or expand this part of H3's systems.

    System Set 2: Impact Sounds

    This was originally planned for Update 52, but due to the changes that were needed both for core Physical Objects and Melee weapons, I opted to hold off on this upgrade rather than delay Update 52 another 2-3 weeks. So we're going to finally deal with this now. The focus will primarily be on cartridges, shells, guns, mags and melee weapons, but other generic holdable objects should also get a sonic upgrade from this. Everything will be migrated over to the sound pooling system, so in addition to sound better, impact sounds should get the consistency and performance improvements brought by those systems.

    System Set 3: Sosig Agents

    Anyone who has been watching the Twitch streams know about these. I've been planning these on paper since the New Year, and development on them is finally moving apace. Essentially a Wiener-bot Mk. 3, the Sosigs are the first truly new bot approach I've taken since the first multi-segment agents.

    They will have a host of new features including:

    • Truly physics reactive movement and behavior rather than the current bots just pushing through things
    • Ability to 'crouch' and go 'prone' to more effectively use cover
    • More efficient and reactive pathing that will allow for the placement of obstacles without the bots freaking out
    • Complex damage system that includes leaking mustard, joints that can be broken, the ability to fall down and recover.
    • Jointed weapon holding such that held weapons can be deflected and disarmed
    • The ability to be grabbed, whacked, thrown, stabbed, lodged, and every other manner that you folks enjoy beating your meat.
    • Significantly more nuanced and complex perceptual system that will be able to be manipulated better with toys, sounds, as well as enabling stealthier game-play
    • More hilarious Voice Lines
    • HATS!

    The order of development on these will proceed from the ground up in three rough phases:

    Phase 1 (in progress): Sosigs will be implemented as incredibly reactive targets first, with damage balancing done against firearms, melee weapons, explosions and physical/collision trauma.

    Phase 2: Following this, they will be 'taught' to 'fight locally', meaning to react to targets in their immediate area and attempt to dodge fire when engaged. Their only navigation in this mode will be immediate vicinity, and they won't yet 'know' anything about the map in general

    Phase 3: A new, much more efficient pathing-and-cover grid will be built for them (available only in some modes), that will allow them to cross large distances to fight, pick cover and engagement direction based on what they're fighting, flank, and run away. This will be the _hard_ part. Truth be told, I'm not even sure this will work out how I envision, but I'm going to give it my best shot.

    Important Note on these: Due to just how different these bots will be from the existing wiener-bots, these will NOT be replacing the bots in Wurstwurld and Take & Hold. They will behave far too differently such that those entire scenes would have to be rebuild/redesigned with them in mind, and that effort is better spent on new content and modes moving forward.

    The Update 59 Alpha Cycle Will Begin On Friday

    If you would like to participate in the Alpha: Right click on H3 in steam, go to properties, go to the betas tab, and switch to the branch called 'Alpha 1'. REMEMBER, things will be broken randomly during the Alpha cycle, and there may be multiple 2-3gb downloads a week during it. If bandwidth usage is important to you, do proooobably don't want to be on the alpha.

    If you do NOT want to run the Alpha: Do the above, but make sure you have 'none' selected in the betas drop down.

    So in conclusion, to those of you who stuck through reading all of this, thanks! and I hope you're excited to journey through another Alpha cycle with me. This one's tremendously exciting to me, as its emphasis is on truly refining the core game-play systems of H3, creating new opportunities both tactical and ridiculous, and establishing the ground work for some exciting seeeeecret things coming early in 2019 (taps fingers together maniacally).

    Hope you all have a wonderful week, and I will see you all on stream this week, or on the devlog on Friday!

    Peace,

    Anton
    26 Kommentare Weiterlesen
    Alle Diskussionen anzeigen

    In den Diskussionsforen können Sie Fehler melden und Feedback zum Spiel abgeben

    Über dieses Spiel

    Do you like hotdogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we've got all that, and guns. So if you like cooking, lawn games, and ordnance, this is the VR sandbox game for you.

    Hot dogs, Horseshoes and Hand Grenades is a lazy Sunday trip over to your friends house… if your friend was a retired gun-nut with a warehouse full of toys, a few irritating robot pets, and a bizarre obsession with meat. Head on over to the firing range and learn to operate an arsenal full of firearms. Customize your perfect preposterous tacti-cool arsenal. Compete in structured challenges with global leaderboards. Blast apart meaty bots and then chill out on the range setting off fireworks. Or have some friends over and take turns throwing everything from horseshoes to explosives while making an ass of yourself!

    H3VR(for short), is the heaping pile of our mad obsessive VR experiments. This is very much an impressionistically developed experience, so expect it to mutate, expand, contract, somersault, and occasionally explode along the way to final release.

    Key Features:

    • Roomscale VR Experience designed for the HTC Vive.
    • Games and experiments across various genres and degrees of structure.
    • Multiple shooting and demolitions ranges from realist to fantastical.
    • Timed challenges with global leaderboards.
    • Over 150 accurate simulations of historical, modern and futuristic weapons.
    • Mini-games and challenges that are great for Hot-Headset play with friends!
    • A surreal irreverent vision of the future United States of ‘Murica.
    • And whatever other madness we see fit to add!

    Systemanforderungen

      Minimum:
      • Betriebssystem: Windows 8.1 or later, Windows 10
      • Prozessor: CPU: Intel i5-4590, AMD FX 8350 equivalent or better
      • Arbeitsspeicher: 12 GB RAM
      • Grafik: Nvidia GeForce GTX 1060/970, AMD Radeon R9 290 equivalent or better
      • DirectX: Version 11
      • Speicherplatz: 10 GB verfügbarer Speicherplatz
      • Soundkarte: N/A
      • Zusätzliche Anmerkungen: Installation on SSD HIGHLY Recommended
      Empfohlen:
      • Betriebssystem: Windows 8.1 or later, Windows 10
      • Prozessor: CPU: Intel i5-6600 or better
      • Arbeitsspeicher: 16 GB RAM
      • Grafik: Nvidia GeForce GTX 1080/980TI, Radeon RX Vega
      • DirectX: Version 11
      • Speicherplatz: 10 GB verfügbarer Speicherplatz
      • Soundkarte: N/A
      • Zusätzliche Anmerkungen: Internal SSD HIGHLY Recommended

    Was Kuratoren sagen

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