Late For Work - Yac

Hello friends!

Another update, just in time for the holidays. We hope you really enjoy this one with your friends and family.

Winter Theme
Tis the season, right? We implemented a special Christmas theme, a winter theme really with a few Christmasey bits. It was a fun experiment for us internally, while we reworked our whole art system to prepare for future updates.

As you may or may not have noticed, our in-game art is still quite rudimentary. While it fits our target vision (low-poly, playful), it's still essentially prototype art cobbled together (some art we commissioned for our original Q1 2017 demo and various Unity asset store packs that we threw in whenever we needed something urgently). The end result is that our art repository was a complete mess.

We have recently started working with an art director to set the full vision of the game. But before we can commision new art, we needed to clean up what we have in place. Simply identifying which art assets we are using has been a massive challenge! We knew this release would involve a lot of internal work without much visibility, so our holiday theme was our main outlet for our creative itch in this update.

But what else?

OK, we didn't just do the Christmas theme. We also made a bunch of gameplay improvements that we hope you will appreciate:
  • The newly added Bull Run has gone through a polish and balance iteration. It's our most popular game mode in-house and we hope you find the improvements to be fun and provide a better balanced result.
  • We've addressed one big pain point with the vehicle controls: that objects block your view quite often. This should be much improved. We still have other areas to tackle (tank controls and aiming in general) but you'll like this latest change.
  • Improved UI and feedback, especially on camera controls.

Please check out the full list of improvements and fixes below!

Changelog - Build 385

Improvements
  • Gameplay: Lots of improvements to the Bull Run mode added in the last update, including reducing cow max speed (could never be caught), fixing camera reset, fixing lookback behavior (right-stick click-in), removing unnaturally placed extra fences , lowered time limit to 2 minutes (controversial), improved AI reactions (they were just hanging around not making a bolt for the door)
  • Gameplay: Added several smaller hills and rock formations for bulls to hide behind and encourage use of the two side passages.
  • Power-ups: Disguise power-up now shows a preview of which disguise you will activate, so that you can blend in better. Also shows a countdown timer so you know when it will expire.
  • Power-ups: No longer show the vehicle power-ups in the VR view (was confusing to the VR player)
  • Power-ups: Removed disguise power-ups in deathmatch mode.
  • Controls: Camera automatically "pushes in" if there is a large object between the player and your vehicle.
  • Controls: Hide large objects that may obstruct your view of vehicle. We wanted to implement an awesome transparency that auto fades in and out as objects slide into view, but in spite of repeated efforts, this is not a trivial task and will require a big rework of our rendering system. Something for the future.
  • Controls: Improved plane controls with keyboard/mouse (in particular, camera should behave better when pitching up and down)
  • Controls: Improved camera reset behavior, including informing players how to trigger it. Better reset angle.
  • Special: Xmas mode and an date-based event system: snow particles, snow textures, some new audio, some UI tweaks and a few easter eggs. Enjoy!
  • UI: Better start info for the PC players in Bull Run
  • UI: Help Info no longer hides player UI
  • UI: Generally improved the presentation of the Start Info for the PC players (including nice concept art from our Art Director)
  • UI: When pause menu is shown, we do a better job of hiding objects that might obstruct your view (including explosions and smoke particles, player indicators, mountains, billboards, tutorial 3D text and tutorial helper controllers).
  • UI: Added localization support for almost all UI strings.
  • Internal: We restructured our entire assets folder. This has zero impact on you, but was a massive undertaking for us, which paves the way for new art to be easily integrated.
  • Internal: added a debug language for testing our localization system
  • Internal: if steam upload fails without correctly submitting exe, fail the whole build process (so we can avoid the Update 6 fiasco)
  • Internal: improved how our various scripts start up so it's always in a deterministic order (this was the cause of a lot of bugs and should really improve our stability in the future).
  • Internal: reduced build by 16 MB (this time for real, no missing exe).

Fixes
  • Single player mission 1 was completely broken. The two different horde modes were somehow switched around and this caused all sorts of problems. Now fixed.
  • In deathmatch, PC UI always showed '20 / 20' instead of the number of lives left.
  • Fixed free-floating camera controls.
  • Little NPC cars now bounce realistically when you throw them (instead of just sticking to the ground)
  • OpenVR no longer always shows "Game Paused" (gawd that was annoying)
  • Score and Gorilla health was overlappig with plane and tank axis toggle text. Fixed.
  • Plane had weird control lock issue when you flew straight up.
  • Keyboard tank axis toggle wasn't working anymore. Or never worked? We're not sure, but it's fixed now.
  • Fixed eating so that it works even if one of your controllers is inactive.

phew, that turned out longer than I expected!
Late For Work - Yac

Hello friends!

Another update, just in time for the holidays. We hope you really enjoy this one with your friends and family.

Winter Theme
Tis the season, right? We implemented a special Christmas theme, a winter theme really with a few Christmasey bits. It was a fun experiment for us internally, while we reworked our whole art system to prepare for future updates.

As you may or may not have noticed, our in-game art is still quite rudimentary. While it fits our target vision (low-poly, playful), it's still essentially prototype art cobbled together (some art we commissioned for our original Q1 2017 demo and various Unity asset store packs that we threw in whenever we needed something urgently). The end result is that our art repository was a complete mess.

We have recently started working with an art director to set the full vision of the game. But before we can commision new art, we needed to clean up what we have in place. Simply identifying which art assets we are using has been a massive challenge! We knew this release would involve a lot of internal work without much visibility, so our holiday theme was our main outlet for our creative itch in this update.

But what else?

OK, we didn't just do the Christmas theme. We also made a bunch of gameplay improvements that we hope you will appreciate:
  • The newly added Bull Run has gone through a polish and balance iteration. It's our most popular game mode in-house and we hope you find the improvements to be fun and provide a better balanced result.
  • We've addressed one big pain point with the vehicle controls: that objects block your view quite often. This should be much improved. We still have other areas to tackle (tank controls and aiming in general) but you'll like this latest change.
  • Improved UI and feedback, especially on camera controls.

Please check out the full list of improvements and fixes below!

Changelog - Build 385

Improvements
  • Gameplay: Lots of improvements to the Bull Run mode added in the last update, including reducing cow max speed (could never be caught), fixing camera reset, fixing lookback behavior (right-stick click-in), removing unnaturally placed extra fences , lowered time limit to 2 minutes (controversial), improved AI reactions (they were just hanging around not making a bolt for the door)
  • Gameplay: Added several smaller hills and rock formations for bulls to hide behind and encourage use of the two side passages.
  • Power-ups: Disguise power-up now shows a preview of which disguise you will activate, so that you can blend in better. Also shows a countdown timer so you know when it will expire.
  • Power-ups: No longer show the vehicle power-ups in the VR view (was confusing to the VR player)
  • Power-ups: Removed disguise power-ups in deathmatch mode.
  • Controls: Camera automatically "pushes in" if there is a large object between the player and your vehicle.
  • Controls: Hide large objects that may obstruct your view of vehicle. We wanted to implement an awesome transparency that auto fades in and out as objects slide into view, but in spite of repeated efforts, this is not a trivial task and will require a big rework of our rendering system. Something for the future.
  • Controls: Improved plane controls with keyboard/mouse (in particular, camera should behave better when pitching up and down)
  • Controls: Improved camera reset behavior, including informing players how to trigger it. Better reset angle.
  • Special: Xmas mode and an date-based event system: snow particles, snow textures, some new audio, some UI tweaks and a few easter eggs. Enjoy!
  • UI: Better start info for the PC players in Bull Run
  • UI: Help Info no longer hides player UI
  • UI: Generally improved the presentation of the Start Info for the PC players (including nice concept art from our Art Director)
  • UI: When pause menu is shown, we do a better job of hiding objects that might obstruct your view (including explosions and smoke particles, player indicators, mountains, billboards, tutorial 3D text and tutorial helper controllers).
  • UI: Added localization support for almost all UI strings.
  • Internal: We restructured our entire assets folder. This has zero impact on you, but was a massive undertaking for us, which paves the way for new art to be easily integrated.
  • Internal: added a debug language for testing our localization system
  • Internal: if steam upload fails without correctly submitting exe, fail the whole build process (so we can avoid the Update 6 fiasco)
  • Internal: improved how our various scripts start up so it's always in a deterministic order (this was the cause of a lot of bugs and should really improve our stability in the future).
  • Internal: reduced build by 16 MB (this time for real, no missing exe).

Fixes
  • Single player mission 1 was completely broken. The two different horde modes were somehow switched around and this caused all sorts of problems. Now fixed.
  • In deathmatch, PC UI always showed '20 / 20' instead of the number of lives left.
  • Fixed free-floating camera controls.
  • Little NPC cars now bounce realistically when you throw them (instead of just sticking to the ground)
  • OpenVR no longer always shows "Game Paused" (gawd that was annoying)
  • Score and Gorilla health was overlappig with plane and tank axis toggle text. Fixed.
  • Plane had weird control lock issue when you flew straight up.
  • Keyboard tank axis toggle wasn't working anymore. Or never worked? We're not sure, but it's fixed now.
  • Fixed eating so that it works even if one of your controllers is inactive.

phew, that turned out longer than I expected!
Late For Work - Yac
Hey everyone, we recorded another dev diary, breaking down our new game mode Bull Run. If you haven't tried this game mode yet, I urge you to. It's quite different from the other ones and quite fun. More details in the video!

https://steamcommunity.com/sharedfiles/filedetails/?id=1232064995
If there are specific areas you would like to see covered in a future dev diary, please let us know in the comments!

Some Thanks
Also, something pretty crazy happened recently. We won "Best VR Game" at the German Developer Awards!!! It was really quite a surprise to us all, especially since we are still in Early Access but we are incredibly honored. I know this sounds cliche, but I don't think it would have been possible without all the feedback we've received from all you players.

When we launched in EA in July, we had a vision of where we wanted to take LFW over the next 6 months, but looking back at the changes we've made, I would say that easily 50% of our efforts have gone into addressing the feedback we've received, so please keep it coming. It really helps us make a better game.

Thank you.

P.S. Check out some of the pictures from the evening and the flabbergasted faces of my colleagues :)
https://www.facebook.com/christopher.wulf/posts/1939838282698182
Late For Work - Yac
Hey everyone, we recorded another dev diary, breaking down our new game mode Bull Run. If you haven't tried this game mode yet, I urge you to. It's quite different from the other ones and quite fun. More details in the video!

https://steamcommunity.com/sharedfiles/filedetails/?id=1232064995
If there are specific areas you would like to see covered in a future dev diary, please let us know in the comments!

Some Thanks
Also, something pretty crazy happened recently. We won "Best VR Game" at the German Developer Awards!!! It was really quite a surprise to us all, especially since we are still in Early Access but we are incredibly honored. I know this sounds cliche, but I don't think it would have been possible without all the feedback we've received from all you players.

When we launched in EA in July, we had a vision of where we wanted to take LFW over the next 6 months, but looking back at the changes we've made, I would say that easily 50% of our efforts have gone into addressing the feedback we've received, so please keep it coming. It really helps us make a better game.

Thank you.

P.S. Check out some of the pictures from the evening and the flabbergasted faces of my colleagues :)
https://www.facebook.com/christopher.wulf/posts/1939838282698182
Late For Work - Yac


Hello, hello!

Welcome to another massive update to our humble VR party rumble. These past few weeks we've focused on implementing new multiplayer game modes.


Game Mode - Bull Run

In our new game mode Bull Run, we stripped down

In Bull Run, the non-VR players take controls of a bull milling up about in a grass enclosure full of other bulls. The player-controlled bulls have to make their way back to the barn without getting discovered by the Gorilla. The Gorilla has to identify (and eat) the rebel bulls before they make it home. Hide in the crowd, cause a little chaos and then bull rush your way to the exit before you get eaten!

We designed a new map (The Forest) just for this game mode, with a simple clear design. Bull Run really strips the game down to its core elements. It's just cows, a gorilla and a lot of trees for cover. Cows can charge to clear obstacles (trees, fences, other cows) out of their way. You can also use the "motivate" action to drive a portion of the herd forward in your direction. This can be an effective way to create a bit of chaos, but also draws attention to you.

This game mode (like the rest of the game) is still in development and we would love your feedback. We think this game mode really works well in 1v1 situations and we're working hard to improve balancing when more player-controlled cows are present.


Mooooooooooo

Game Mode - Cross the City

Cross the City is our second new game mode in this update, where the non-VR players have to cross the city (from bridge to tunnel) while the Gorilla tries to prevent them. It's not as "finished" as the Bull Run, but it's allowed us to take steps forward in building more complex, mission-driven game modes. You can find this new game mode in the Experiments tab. We want to expand this game mode to include more complex tasks and find a better way of balancing it.

Balancing our game is a constant challenge. Something that works 1v1 won't necessarily be balanced 4v1. If we force all paths to cross then the gorilla can just stand in one spot and wait for the cars to come to them. If we have too many possible paths then the gorilla has no chance to stop the flow of cars. But we're working on it, and as always, listening to your feedback.

This is just a small taste of the changes and improvements that have gone into this update. Just implementing Bull Run required numerous changes (new map, new controls, new game mode, animations, better AI) that touch almost every part of the game. But each update makes our core better and lets us add new features faster. A full list of changes follows below.

Thanks for playing!

Changelog - Build 369

Improvements
  • New Game Mode: Bull Run (see above for details).
  • New map - Forest - currently used just for Bull Run. Will be explored further.
  • New Experimental Game Mode: Cross the City (still a work in progress).
  • Improved the atmospheric effects for the morning/dawn period.
  • Fog density is now dynamic based on time of day.
  • More "obstructions" are hidden when game is paused and menu is shown (still not all are hidden, but we'll get there).
  • You can now properly cancel starting a new game mode (this previously broke a loooot of things, like despawning AI units). Is this a new feature or a bug fix....?
  • AI: planes now pickup ammunition when needed.
  • AI: units generally pick up power ups.
  • Do not "join" the keyboard player if the F1-F12 keys are pressed. Or if the Alt key is pressed.
  • Boosting is now framerate independent (you could boost much further if the framerate was low). In general worked to improve our vehicle controls so that they are framerate independent.
  • UI: help info is much more prominent, bigger.
  • UI; improved About page, provide better way for players to reach us to give us feedback.
  • UI: added a better boost icon, which fills up over time to better indicate when it's available.
  • UI: highlight new features, maps and gamemodes in updates.
  • Automatically reconnect a controller to the same player if it disconnects and reconnects. We noticed the problem that if your controller got disconnected (like when the battery dies) and you reconnect, it would join a new player.
  • Controls: improved turning behavior of cars, should feel much better. Vehicles still move forward even for low values of acceleration. They would sometimes awkwardly not move forward anymore if you tried to turn hard.
  • Controls: right-click has been re-purposed for power-up activation. Q switches units. E toggles the headlights.
  • Internal: upgraded to Unity 2017.1 - this really has no visible impact but it was a pain in the ass. We first upgraded to 2017.2, which broke everything (why do we never learn the lesson to NOT upgrade before a couple patches have been released for new unity versions....) and then back down to 2017.1, which broke a few things but also improved other things.
  • Internal: added the ability to quickly change the rate of time change to make it easier to capture cool time-lapse videos.
  • Internal: drastically improved our build process. so much easier to build and deploy a new build.
  • Internal: make sure the local changes in our test machine don't make it into release builds.
  • Internal: full restructured our GameMode setup to make it easier to isolate behavior, objects and features to specific game modes and to improve our development process for new game modes. This had quite a few unintended side-effects that had to be fixed up.
  • Tested support for Windows Mixed Reality headsets...hand tracking is inaccurate enough to not be super fun.
  • Randomly shrunk the game by 10 MB!

Fixes
  • Red "selection" dot now stays red in all cases (including when fog is overlaid at start of game modes.
  • Fixed: selection sound sometimes stopped working.
  • Random human in tutorial and credits scenes removed.
  • Timer didn't expire in Last Man Standing. Now shows "Expired".
  • Drop down menus now close properly when clicking outside or clicking another drop down menu.
  • Fixed: when retrying mission 6, the kill goal got reset to 20 (from 10).
  • Fixed: if you grabbed an object with one hand, then grabbed with the other (without releasing with the first one), you were then in a "moving" state.
  • Fixed: you could punch things during the starting countdown in "Hide and Seek" and "Last Man Standing".
  • Fixed some menu font issues due to the 2017.1 unity upgrade.
  • When you join a running game using a gamepad, you no longer boost on start.
  • Fixed: first time you played Last Man Standing in the Valley, the AI wouldn't spawn. This was a tricky issue that only happened in compiled builds. Fun to track down!

Our previous Beta Post for this update is here:
https://steamcommunity.com/games/623540/announcements/detail/2469524850258267734
Late For Work - Yac


Hello, hello!

Welcome to another massive update to our humble VR party rumble. These past few weeks we've focused on implementing new multiplayer game modes.


Game Mode - Bull Run

In Bull Run, the non-VR players take controls of a bull milling up about in a grass enclosure full of other bulls. The player-controlled bulls have to make their way back to the barn without getting discovered by the Gorilla. The Gorilla has to identify (and eat) the rebel bulls before they make it home. Hide in the crowd, cause a little chaos and then bull rush your way to the exit before you get eaten!

We designed a new map (The Forest) just for this game mode, with a simple clear design. Bull Run really strips the game down to its core elements. It's just cows, a gorilla and a lot of trees for cover. Cows can charge to clear obstacles (trees, fences, other cows) out of their way. You can also use the "motivate" action to drive a portion of the herd forward in your direction. This can be an effective way to create a bit of chaos, but also draws attention to you.

This game mode (like the rest of the game) is still in development and we would love your feedback. We think this game mode really works well in 1v1 situations and we're working hard to improve balancing when more player-controlled cows are present.


Mooooooooooo

Game Mode - Cross the City

Cross the City is our second new game mode in this update, where the non-VR players have to cross the city (from bridge to tunnel) while the Gorilla tries to prevent them. It's not as "finished" as the Bull Run, but it's allowed us to take steps forward in building more complex, mission-driven game modes. You can find this new game mode in the Experiments tab. We want to expand this game mode to include more complex tasks and find a better way of balancing it.

Balancing our game is a constant challenge. Something that works 1v1 won't necessarily be balanced 4v1. If we force all paths to cross then the gorilla can just stand in one spot and wait for the cars to come to them. If we have too many possible paths then the gorilla has no chance to stop the flow of cars. But we're working on it, and as always, listening to your feedback.

This is just a small taste of the changes and improvements that have gone into this update. Just implementing Bull Run required numerous changes (new map, new controls, new game mode, animations, better AI) that touch almost every part of the game. But each update makes our core better and lets us add new features faster. A full list of changes follows below.

Thanks for playing!

Changelog - Build 369

Improvements
  • New Game Mode: Bull Run (see above for details).
  • New map - Forest - currently used just for Bull Run. Will be explored further.
  • New Experimental Game Mode: Cross the City (still a work in progress).
  • Improved the atmospheric effects for the morning/dawn period.
  • Fog density is now dynamic based on time of day.
  • More "obstructions" are hidden when game is paused and menu is shown (still not all are hidden, but we'll get there).
  • You can now properly cancel starting a new game mode (this previously broke a loooot of things, like despawning AI units). Is this a new feature or a bug fix....?
  • AI: planes now pickup ammunition when needed.
  • AI: units generally pick up power ups.
  • Do not "join" the keyboard player if the F1-F12 keys are pressed. Or if the Alt key is pressed.
  • Boosting is now framerate independent (you could boost much further if the framerate was low). In general worked to improve our vehicle controls so that they are framerate independent.
  • UI: help info is much more prominent, bigger.
  • UI; improved About page, provide better way for players to reach us to give us feedback.
  • UI: added a better boost icon, which fills up over time to better indicate when it's available.
  • UI: highlight new features, maps and gamemodes in updates.
  • Automatically reconnect a controller to the same player if it disconnects and reconnects. We noticed the problem that if your controller got disconnected (like when the battery dies) and you reconnect, it would join a new player.
  • Controls: improved turning behavior of cars, should feel much better. Vehicles still move forward even for low values of acceleration. They would sometimes awkwardly not move forward anymore if you tried to turn hard.
  • Controls: right-click has been re-purposed for power-up activation. Q switches units. E toggles the headlights.
  • Internal: upgraded to Unity 2017.1 - this really has no visible impact but it was a pain in the ass. We first upgraded to 2017.2, which broke everything (why do we never learn the lesson to NOT upgrade before a couple patches have been released for new unity versions....) and then back down to 2017.1, which broke a few things but also improved other things.
  • Internal: added the ability to quickly change the rate of time change to make it easier to capture cool time-lapse videos.
  • Internal: drastically improved our build process. so much easier to build and deploy a new build.
  • Internal: make sure the local changes in our test machine don't make it into release builds.
  • Internal: full restructured our GameMode setup to make it easier to isolate behavior, objects and features to specific game modes and to improve our development process for new game modes. This had quite a few unintended side-effects that had to be fixed up.
  • Tested support for Windows Mixed Reality headsets...hand tracking is inaccurate enough to not be super fun.
  • Randomly shrunk the game by 10 MB!

Fixes
  • Red "selection" dot now stays red in all cases (including when fog is overlaid at start of game modes.
  • Fixed: selection sound sometimes stopped working.
  • Random human in tutorial and credits scenes removed.
  • Timer didn't expire in Last Man Standing. Now shows "Expired".
  • Drop down menus now close properly when clicking outside or clicking another drop down menu.
  • Fixed: when retrying mission 6, the kill goal got reset to 20 (from 10).
  • Fixed: if you grabbed an object with one hand, then grabbed with the other (without releasing with the first one), you were then in a "moving" state.
  • Fixed: you could punch things during the starting countdown in "Hide and Seek" and "Last Man Standing".
  • Fixed some menu font issues due to the 2017.1 unity upgrade.
  • When you join a running game using a gamepad, you no longer boost on start.
  • Fixed: first time you played Last Man Standing in the Valley, the AI wouldn't spawn. This was a tricky issue that only happened in compiled builds. Fun to track down!

Our previous Beta Post for this update is here:
https://steamcommunity.com/games/623540/announcements/detail/2469524850258267734
Late For Work - Yac
Hello, hello!

We're back with a brand new beta as we prepare for update 6.


These past few weeks we've been working on new game modes. Two to be precise. You can find them in the Experiments tab as usual, so grab the beta and jump in.

A word of warning: they are work in progress. They are not finished. We would love your feedback.

Bull Run
The first mode is bull run. It's quite different from what we've done until now. The non-VR player takes control of one of four special rebel bull (I originally wanted to a do a 'cow run' but we don't have cow models yet...). They have to get back to the barn without getting caught (and eaten) by the gorilla. It's fun because everyone looks the same and things go crazy.



We are still working on the balance but would love your feedback on the direction.

It's also on a brand new map, which is for now only available in Bull Run. We hope the forest cover adds an interesting dimension to the 'hide and seek' concept.

The other game mode is called pretty plainly "Cross the City". It's our first attempt at adding more mission/goal-based behavior. We're using this game mode to help us prototype the systems we need to build more complex game modes. In this mode you basically have to cross the city 10 times before the gorilla eliminates 10 of you.

We've re-purposed the town map but there are still a lot of ideas to explore before this mode is super fun. Among which:
- Should we form chokepoints or force all traffic through one cross-road.
- What about multiple goals, having to reach 2/3/4 targets in turn or out of turn
- Go there and back
- How to make it fun for the gorilla without making it too easy for one side or another
- How to make the AI not drive off bridges

So it's still early days with this mode but we wanted to share our progress there too.

Improved AI
One of the side benefits of working on new game modes is that we also get to improve the AI in parallel. Short term, this improves the single player experience. Longer term, it helps automate our testing and populate the little worlds we are building to make them feel more alive.

Of course it's still got bugs and areas that we can improve but it's getting better with each update.

Future
These are the first new game modes we've prototyped and implemented since we've launched in Early Access in July. It's given us the opportunity to re-work a lot of our game mode code, make it easier to try out new ideas and fix a looooot of little bugs.

We are slowly chipping away at our backlog but there are still a ton more ideas to try out. Your support means a lot to us, thank you.
Late For Work - Yac
Hello, hello!

We're back with a brand new beta as we prepare for update 6.


These past few weeks we've been working on new game modes. Two to be precise. You can find them in the Experiments tab as usual, so grab the beta and jump in.

A word of warning: they are work in progress. They are not finished. We would love your feedback.

Bull Run
The first mode is bull run. It's quite different from what we've done until now. The non-VR player takes control of one of four special rebel bull (I originally wanted to a do a 'cow run' but we don't have cow models yet...). They have to get back to the barn without getting caught (and eaten) by the gorilla. It's fun because everyone looks the same and things go crazy.



We are still working on the balance but would love your feedback on the direction.

It's also on a brand new map, which is for now only available in Bull Run. We hope the forest cover adds an interesting dimension to the 'hide and seek' concept.

The other game mode is called pretty plainly "Cross the City". It's our first attempt at adding more mission/goal-based behavior. We're using this game mode to help us prototype the systems we need to build more complex game modes. In this mode you basically have to cross the city 10 times before the gorilla eliminates 10 of you.

We've re-purposed the town map but there are still a lot of ideas to explore before this mode is super fun. Among which:
- Should we form chokepoints or force all traffic through one cross-road.
- What about multiple goals, having to reach 2/3/4 targets in turn or out of turn
- Go there and back
- How to make it fun for the gorilla without making it too easy for one side or another
- How to make the AI not drive off bridges

So it's still early days with this mode but we wanted to share our progress there too.

Improved AI
One of the side benefits of working on new game modes is that we also get to improve the AI in parallel. Short term, this improves the single player experience. Longer term, it helps automate our testing and populate the little worlds we are building to make them feel more alive.

Of course it's still got bugs and areas that we can improve but it's getting better with each update.

Future
These are the first new game modes we've prototyped and implemented since we've launched in Early Access in July. It's given us the opportunity to re-work a lot of our game mode code, make it easier to try out new ideas and fix a looooot of little bugs.

We are slowly chipping away at our backlog but there are still a ton more ideas to try out. Your support means a lot to us, thank you.
Late For Work - Yac
Hello again,

Some small left overs from Update 5 that didn't quite make it into Friday's update. They're bug fixes and UI improvements but we really didn't want to leave this until the next major patch, so here you go.

Changelog - Build 339

Improvements
  • Update all button helper text (bring up with B on controller or H on keyboard)
  • Make help info bigger, more prominent
  • Better ammo placements for planes

Fixes
  • Remove duplicate floating helper that occasionally appears in Vive/SteamVR tutorial.
  • When you win on mission 4 of single player, show win screen instead of loss screen.
Late For Work - Yac
Hello again,

Some small left overs from Update 5 that didn't quite make it into Friday's update. They're bug fixes and UI improvements but we really didn't want to leave this until the next major patch, so here you go.

Changelog - Build 339

Improvements
  • Update all button helper text (bring up with B on controller or H on keyboard)
  • Make help info bigger, more prominent
  • Better ammo placements for planes

Fixes
  • Remove duplicate floating helper that occasionally appears in Vive/SteamVR tutorial.
  • When you win on mission 4 of single player, show win screen instead of loss screen.
...

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