Patch Notes: -fixed a bug with the buy/select button on the character select screen -new Halloween themed masks added -new achievements added -added fall themed assets to sandbox -added throwing assist and dartboard and penetrate logic into the dartboard and darts -setup "the deep" to properly handle mission complete in multiplayer and keep the squad together upon returning to lobby -lowered volume on background audio for "the deep" multiplayer mission -fixed spawning bug in haunted hallway clown room by moving spawn location to center and teleporting each character (variable amount) along a 360 deg point spaced by a degree multiplier
Patch Notes: -added news feed to lobby -added join our discord button to lobby -fixed map collision issues in apoc map as reported by players (holes) -added the farmer set (dude and female) to the item shop -fixed issues with the web/steam app item shot (not being able to checkout outside of Drop In) -lobby now has fall themed assets -lobby skybox adjustments for fall -moved (beta version) of "The Deep" to the multiplayer tablet.
Our Discord! Thanks, Jason & Tim ~WildOx Studios~ ~TiMer Games~
The Steam Item store and steam inventory has been implemented into Drop In VR F2P. Skins and other cosmetics can be purchased from the item store on the store page or from within the game. Now as you make your way through skin selections you will see that some simply have select while others will be presented with a "buy" option. This will pull up the steamvr overlay and use wallet funds to authorize the purchase. We've kept these price pretty low so they can be purchase through the selling of trading cards etc. We will likely build upon this to allow certain skins to be unlocked via achievements or mission/quest completion as the system evolves.
As always thanks for your support and thanks for playing!
-hunted and fixed audio mixer buffer engine bug (rare game crashing bug) as reported by players in a session last week
-fixed screen fade logic on respawn for spacerun as reported by AOpsyche and screamnigcolor -added tutorial video to Lobby Map -continued optimization on collisions, shadows, textures etc for all gamemodes -optimization to all sound concurrency settings and background music (reduced the chances of killing background music due to sdfx overflow.
-was brought to my attention that the rift and quest hand tracking seemed to behave differently. Tracked down the profile loading differences and corrected to add official quest link support.
-added in the alpha sprint to slide mechanics (these will continue to be tweaked)
Patch Notes: Early Access of Haunted Halway (first floor) now playable.
Bug Fixes: -performance optimizations on impact components timer. (Guns, melee, etc) Checked against active state for all logic and controlled via grip release events. No need to fire impact effects (dust) on gripped objects -fixed the bug where the tablet would collide with the vehicle and op it out of the map in rare cases. -fixed bug where players could grip onto the leaderboard widgets and climb into 1vs1 -added level complete logic to single player mission and added logic to return the player to the lobby -fixed blocking volume as reported by players "Single player mission... house you start at, go up the stairs then jump the fence from sexond floor... from there, climb to freedom." -added a climb assist function that can be called to correct user issues with climbing ladders over obstacles. adjusted the "top" detection function when trying to pull yourself "onto" something. Will test this before pushing out but should make climbing "onto" something alot easier. (may still need to adjust this value please let me know) -started work on “Haunted Hallway” map/gamemode Adding in gameplay mechanics and core logic (mode has been added to tablet and first floor is playable) -added sound logic to things like doors and drawers. creaking, sliding, slamming sounds will continue to make it in as the game evolves. -added ghost door events, prank items, distant jump scare effects etc to haunted hallway -updated tablet server list, gamemode/map, playername and player count (session limit logic still WIP) -Added a camera fade function to the ladder assist teleport to cut back on disorienting the player -fixed a bug that would teleport you back to held position if trying to zipline while still in climbing mode
It's been a while since I've posted a state of the game and let users outside of our discord know what we are working on and how things are coming along.
Above we have a taste of some of the work we are putting in towards a new game mode that can be played coop (2 people to start). The Mode will place you and a friend in a 3 story building with long halls of doors each needing to be visited and each with their own surprises! You'll eventually get a key to the next floor and repeat the process until you make it to the exit.
We recently added things like sounds to doors, latching, creaking, opening, snapping and sliding. These additions are part of the polish that will also make it into other game modes (Sandbox, Apoc, Etc) but really needed to be knocked out for the ambience and feeling of a horror style gamemode.
Performance:- -performance optimizations on impact components timer. -(Guns, melee, etc) Checked against active state for all logic and controlled via grip release events. -No need to fire impact effects (dust) on gripped objects so no longer leaving the component active during held states.
Bug Fixes:- -fixed bug where players could grip onto the leaderboard widgets and climb into 1vs1 -fixed the bug where the tablet would collide with the vehicle and op it out of the map in rare cases. -added a climb assist function that can be called to correct user issues with climbing ladders over obstacles. -A ladder actor has now been made for linear levels (above situation for example) to automatically teleport you over the obstacle instead of relying on flinging or pulling your hand to your feet at the very top. -adjusted the "top" detection function when trying to pull yourself "onto" something. Will test this before pushing out but should make climbing "onto" normal ledges and surfaces alot easier.
Summary: We have a lot of different things going on simultaneously in the latest build and will get each of them to a place where we are happy with the quality and the additions. This means testing that we also don't negatively affect any current core gameplay before pushing the patch. In the coming weeks we will likely be shifting some focus over to solo play, gameplay loops, progression of some type, NPC functionality expansion in apoc to give players a great experience and replay ability. We are bouncing around ideas on how to expand the sandbox experience for more "structured" choices "teams, mini modes etc" so there is a lot of feeding off the community and feedback and just adjusting as we have time to listen to everyone and see how things are coming along. Thank you again for being here with us and keep an eye out for the next patch .... shouldn't be too much longer.
Thanks, Jason & Tim ~WildOx Studios~ ~Timer Games~