Fast and Low - Huskinator
Hi all,

A big content patch will be released today which includes a new mission, a new weapon unlock, and many revisions on past missions. ːsteamhappyː

Mission 10 Release
In this mission, Faust and Lo, are tasked with clearing out an illegal Grow House run by the Flamingos and the Tec Dragons. This mission includes a new enemy archetype...so be careful!



Players who unlock the first bonus objective will also unlock a new weapon to add to their arsenal.



I watched the latest Rambo movie recently.....and thought to myself....I gotta add a bow in my game... Too bad this "inspiration" took nearly 2 weeks to implement ːwinter2019sadyulː and even now it's not exactly perfect (or practical in a gunfight). However, give it a shot in custom mode with slow motion...it'll add a new challenge to this already challenging game.

Updates to Previous Missions
Main Menu - Made adjustments to posters so they are easier to read and flicker less.
Map 1 - Meshes and Lighting have been updated.
Map 2 - Lighting changes to make some areas brighter
Map 3 - Added lights to the hallway to remove inconsistent shadows
Map 4 - No changes
Map 5 - Turned this into a "Night-Time" map. The inside of the warehouse is much dimmer, with some dark spots to make the level more intense.
Map 6 - Added posters and signage to give the office more character/flair
Map 7 - Lighting improvements.
Map 8 - Improved lighting in certain rooms. Added more occlusion portals for optimization.
Map 9 - Lighting/optimization updates.

Updated Animations
A lot of the walking animations have been updated. I tried to add a different type of walking type for each gang race.

New idle animations have been added. You will now see idle enemies sitting on couches/toilets/chairs. Or "messing with" cash registers, money stacks etc.

Suicide bombers have new walking/idle animations.

Bug Fixes
- Enemy AI detection changed. It was previously too easy to peek around corners and shoot enemies without them even seeing the VR player. This has been resolved.
- Improved colliders on certain tables and railings so the VR player cannot clip through them
- Fixed Mission 9 Bonus Objective 1 failing even when the executioner is successfully killed

If y'all find any bugs or problems, please let me know...and I'll work on fixing them asap.

Thank you everyone for supporting me so far.





Jan 15, 2020
Fast and Low - Huskinator
Good Morning,

Took a break from working on Mission 10 to look back/improve on my previous missions.

Mission 1, Mission 2, Mission 3
Models have been slightly updated on and meshes have been optimized to improve performance.

Mission 4 Rework
Reworked the level layout, so there is less open areas in the western quadrant.

Also worked on optimizing the level. Turns out the background meshes was causing a huge hit in performance. So I had to cut them out, and redecorate the office. Hopefully things are better now.

Bullet Wounds
Found a way to implement a lightweight bullet wound solution when shooting enemies (and civilians)...now you can see where you hit the person!

Small Fixes
Shifted the model on the First Person Controller (Officer Lo), so that his models position matches with the collider of the controller. This makes it so it won't look like hes clipping into walls when playing multiplayer.
Jan 5, 2020
Fast and Low - Huskinator
Just a small patch to fix up a couple things.

Map 2: Texture fixes around the QuikCash sign
Map 3: Optimized Lighting. Fixed missing textures on a door gib. Removed an invisible collider on one of the mattresses
Map 4: Fixed missing textures on some NPC's. Redid the lighting. Improved the occlusion on parts of the map
Map 5: Fixed missing texture on interior carpet. Fixed a piece of the ground sticking out on the side of the building (modeling issue).
Map 8: Missed moving a civilian spawn point down from the, now non-existent, 3rd floor to the 2nd floor.
Fast and Low - Huskinator
Good Afternoon,

Big Update Today! I will be releasing the new mission for everyone to play! This mission takes place inside of a hospital. A lot of the rooms and hallways are interconnected, so there are many different paths to take and whole lotta corners to watch out for!



Completing the Bonus Objective unlocks a new Assault Rifle...the Shepherd.



Completing all the Bonus Objectives unlocks the Perk: Gadget 2 + (which increases the number of gadgets placed in the second gadget slot by 1).

Main Menu Improvements

Over the course of development, I have added a lot of options for people to customize their playstyle...from Locomotion fixes, to Weapon Handling options and etc. The old options page was getting kind of cluttered and it was hard for newcomers to understand the various options. So the Misc Option board has been reworked to be more user-friendly and understandable. See below for example.



Added a Visual Button Layout for Oculus Touch Controllers on the Controls Board!



Mission 8 - Complete Overhaul

I received feedback that Mission 8 was not too optimized.ːwinter2019sadyulː This was something I actually kinda felt myself...however I wasn't sure if it was just my rig or if it was the level. I've spent awhile trying to get it optimized...however, ultimately, I ended up having to rework a lot of the level structure.

Essentially I had to gut an entire floor....so a lot of placements and waypoints/spawnpoints have been changed. On the bright side... the best parts of the 3rd floor have been consolidated into the 2nd and 1st floors, and it's pretty much a whole spanking new level! ːwinter2019happyyulː

Additional Fixes
- Fixed bug where an FPS player running into a corpse would cause it to bug out
- Fixed bug where a dead FPS player can still open/close doors

- Fixed bug for VR player, where tap-firing an automatic weapon will sometimes cause it to just keep firing nonstop

- Adjusted Recoil and Recoil recovery values on most weapons.

- Upgrades to Map 4 - Bank Level. Added an outside boundary fence, and removed alot of unoptimized background assets. The map should run much smoother now. Also redid the cars models on the outside to look better.

- Calling arrest on unsuspecting suspects only slightly increases their "fear" meter by a value of 1 instead of 2. It was slightly overtuned before and the mechanic made the game too easy for some people.

- Improved animations on some civilian models.

Hope everyone enjoys this update! And I wish y'all a happy new year! ːwinter2019happyyulː
Fast and Low - Huskinator
Good Afternoon,

There were a couple things that I wanted to address/add, before working on importing my next level into the game (it's already been fully modeled!!! :D)

Slow Motion Ability (in Custom Mode)
I watch a lotta youtube videos....for research...and what I realized was that people love slow motion... So now, when you play Custom Mode, you can toggle the Slow Motion ability.


To activate Slow Motion, you have to hold the menu button on the Left hand for about 1.2ish seconds... and it will start the ability. The duration is tracked by the guage that is on your left arm, as well as the cooldown. Duration of slow motion per use is about 10 seconds...and the recharge is about 6 seconds-ish....have fun!

Steam Remote Play
Took a bit of research...but I think I figured it out. I was only able to test it with a couple of computers around the house...but it should work! Woot! Let me know if it doesn't...

Volume Changer
Awhile back (maybe 4 months ago), there was a post asking me to add the option to turn down the background music (because it made the game feel like a Tom Cruise movie). Now, there is an interactable boombox in the corner of the room that allows the VR player to adjust the volume of the background music. Desktop players can change it in the options menu.




Level Tweaks
- The Beer, Dairy, Meat signs in Level 2 have been redone. They look more cartoony now
- Added an extra wall in Restaurant level. This is so when you enter from the front, the whole restaurant doesn't aggro on you. Less open space, and more corners for enemies to hide.

Additional changes
- Fixed VR reload issue with Revolvers and Break action shotguns where you won't be able to reload or close the front.
- Revolver drum spins when you shoot it.
- Ejection ports on guns now move when shooting.



Fast and Low - Huskinator
Hello,

Just rolling out a patch to address a couple issues brought up from comments, and forum posts.

1) 2 Handed Weapon Handling - It was brought to my attention that my offhand weapon handling was a little wonky. What was determined was that when a rifle/shotgun is held with both hands, the offhand should only affect the direction that the gun is pointing. The actual rotation of the gun should be affected by the main hand.

I mucked it up and made it so the both the direction and rotation of the gun was based off the offhand..... Woops :P This has been fixed now....so it should feel more like other VR shooters.

2) Regarding the Dual Wielding Perk. Before, there was a problem where even after you disable dual wielding, Officer Faust would still have a second secondary equipped. This has been fixed.

Stuff Added:
- For Oculus controllers. The additional button that was previously unmapped now triggers your mag to drop from the gun. This might also work for other controllers that have an extra button.

- Modified the Masked Enemies in the Office level so they look and animate a lil better. The shotgunners are more buff looking.

State of Development

For the period since the last "Enemy Reload" patch....development has been pretty slow. I went on vacation for 2.5 weeks, and for the rest of the time, I was actually learning how to implement online VR multiplayer. Turns out....it's really damn hard...haha.... It also got me kinda down since there was a week and a bit where I made almost zero progress......

As a result...I've decided to switch my main focus back to level creation so that new content will continue flowing out regularly again. The idea of VR Multiplayer is definitely still on my mind....however, I'm just gonna have to slowly learn how to implement multiplayer on the side instead of devoting all my work hours into it.

Thanks for reading!!! If y'all find anything that don't work, please let me know!
Fast and Low - Huskinator
Hi Everyone,

The latest patch will add Enemy Reload Animations.

In the previous versions of the game, enemies would shoot a random number of bullets before pausing for a bit...and then continue shooting after the brief pause. This was intended to provide a window for players to peek out and engage the hostile....however, I received feedback that this wasn't apparent enough...so as a response, I'm adding enemy reload animations to provide a more apparent visual/audio representation. The length of the reload depends on the type of weapon that the enemy is wielding.



The Pause intervals between firing have been reduced to compensate for this addition. Gunfights should still feel tense and unpredictable, especially when engaging multiple hostiles.

Note: Enemies will still be shooting at you if you are hiding behind cover or behind certain walls....this is something I won't be changing as it's intended to make you feel like you're trapped in an intense gun battle (kinda like in action movies).

Additional Changes:
- Calling Arrest on an untriggered enemy will slightly increase the chance of them surrendering.
- Made modifications to door script so that they will not open/close in the midst of gun fights.
- Reduction in sporadic AI movement/clipping when shot with high impact weapons
- Weapons will remain stuck in enemy hands when they are knocked down (either from a shotgun blast or from being pistol whipped)
- Fixed bug with VR Full Auto Guns shooting continuously if the gun is released while being shot.
- Added a further safeguard on the Reload Rotator for the Sawed-off and the Revolver, to prevent them from accidentally opening (ejecting all it's ammo) while in the holster.

That's about it...next step of development...I'm going to start my research on Online Multiplayer. Hopefully things will go smoothly :\
Fast and Low - Huskinator
Hello everyone,

Great News! I have been able to figure out how to get 2-handed weapon handling working like in other popular VR shooters. This will now be the default weapon handling method.

For those who are used to the original "Fast and Low" style of weapon handling (cough...me...cough)... Don't worry! You can swap back to that Weapon Handling method in the main menu. There is even an option to wield shotguns the original method as well... Options are good :D



Notice that I had to resize some of the other options to make space for these new additions!!! :P

With the inclusion of this new weapon-handling mechanic....I had to fix the origin of the controllers to the character avatar's hands (before there was an option to swap between having the origin near the characters wrists or at the hands). I ended up with having them defaulted at the hands, since this was the more popular option.

Additional Fixes:
- Revamped the movement for the FPS player. Now it's much more precise. You will move/stop on the dime.
- Touched up on the Free-locomotion option (Controller-Oriented), to make it run smoother.
- Fixed up the model for the Suicide Bomber Flamingos. The mouth stitches and piercings weren't assigned to the model's head....and as a result...they weren't manipulated correctly by animations.
- You can 2-hand grab the Technine AP.
- Break-action shotguns (Double Barrel, Threeway) now require an additional step to reload...You have to press down on the lower-touchpad to unlock safety before you can break open the gun.
- The offhand-autosnapping on 2-handed weapons have been removed. You have to grip the front of the weapon to start bracing the weapon.
Fast and Low - Huskinator
Good Afternoon Everyone,

Mission # 8 is now ready to public!

With a raid on the Flamingo's Bomb division gone awry, Faust and Lo are now tasked with clearing a multi-storey apartment complex in attempts to defuse a rather explosive situation...



This is a mission that emphasizes on close quarter gun fights... Our favourite Flamingo gang-members have upgraded their arsenal and some are equipped with ballistic masks. A new enemy archetype is also introduced in this mission.....careful not to shoot that bomb vest!



This mission also includes a new unlockable weapon, and an unlockable perk.

With the release of this map, this marks the end of Phase 2 of the development roadmap. With that being said, the next immediate item on the docket is to look into the 2-handed weapon handling. Although I personally like the current auto-grab aiming....I've received a lot of community feedback to have it more in line of other popular VR shooters. That being said....I plan to look on this next!

Additional Fixes:
- Revamped ALL the Doors so they run via Animations.
The doors were initially physics based....but they just weren't working for me....Since before, they were already operated with "physics-springs".....by transitioning all door functions to animations....it makes them less glitchy and janky looking...
- Redid the lighting in some of the previous levels to make them prettier and more optimized.
- Refactored some of the civilian and hostile AI scripts to make them more performant. Now we can have more enemies on the map at a time with less lag!!
- Updated models on some of the civilians in the previous maps
- Updated the Ballistic mask model! Now it fits more snugly!

Fast and Low - Huskinator
Took a pause in my content creation phase to add Left-Hand mode for all you lefties out there.

You can find the Left-hand mode toggle in the misc options board (to your right in the main office)



Don't forget to hit the "Save and Back" button (see #2), or the options would revert back when you get back to the office...

Left-hand mode will, essentially move all the Movement stuff (Free Locomotion, Arm-Swing Activation)from the Left Controller the Right; and move the Call Arrest, Rotation stuff, and Buddy Command selection from the right controller to the left controller.
It will also swap your primary to the new Left Shoulder Back Holster, and move your handgun to your left hip holster.

Let me know in the forums if there are any problems with this.

Additional Fix
Last patch broke the speech bubbles from the special NPC in the Office level. This has been fixed now.
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