Hope everyone had a good holiday break. We're all back from various places on the planet, and getting rolling again with work. Today's patch is some tweaks and balance fixes, and new Leaderboards for the wave mode players.
We're still trying to track down a rare unity crash, any info would be helpful. We're updating to a new version for this build - if you had the crash and it went away with this change, please let us know!
Hope everyone had a good holiday break. We're all back from various places on the planet, and getting rolling again with work. Today's patch is some tweaks and balance fixes, and new Leaderboards for the wave mode players.
We're still trying to track down a rare unity crash, any info would be helpful. We're updating to a new version for this build - if you had the crash and it went away with this change, please let us know!
Work continues on the minimap, command mode and new extended stage. We are experimenting with a variety of ways to handle RTS style commands - trying to find something that feels natural for RTS, but in a native VR kind of way. We'll have some builds of that coming in the new year.
For today's changelist we just have a few tweaks that should improve gameplay in the current modes. Wave mode now handles multiple bases, so it should be a little more challenging trying to keep multiple areas active. Swarm mode was much too easy, so it's been tuned to be much harder now.
The medic bot was expensive and not very effective at healing. It now should move around and heal much faster with less animation/movement delays, and the price is cheaper. This should help keep your unattended bots alive for multiple base management.
There's a rare crash right now in the physics system. We're trying to track it down - if you have any info please let us know!
Work continues on the minimap, command mode and new extended stage. We are experimenting with a variety of ways to handle RTS style commands - trying to find something that feels natural for RTS, but in a native VR kind of way. We'll have some builds of that coming in the new year.
For today's changelist we just have a few tweaks that should improve gameplay in the current modes. Wave mode now handles multiple bases, so it should be a little more challenging trying to keep multiple areas active. Swarm mode was much too easy, so it's been tuned to be much harder now.
The medic bot was expensive and not very effective at healing. It now should move around and heal much faster with less animation/movement delays, and the price is cheaper. This should help keep your unattended bots alive for multiple base management.
There's a rare crash right now in the physics system. We're trying to track it down - if you have any info please let us know!
Hi friends, we've made some fixes so the Oculus Touch controllers should Just Work™. We adjusted the controller model to feel more natural for oculus controller shape, and tweaked the object throw, and added a spin-rotate for the 180 tracking barriers.
For those with 360 setup, we have a config file tweak in GameSettings/Input_oculus.json (OptionFrontFacingMode180) if you want to disable the 180 vignette. We'll have an in-game option in the near future.
We'll post dev updates every two weeks. Our last update included a new game mode with a little more strategy than the wave mode, enjoy!
Let us know if you have any issues, we'll make sure it gets sorted out!
Hi friends, we've made some fixes so the Oculus Touch controllers should Just Work™. We adjusted the controller model to feel more natural for oculus controller shape, and tweaked the object throw, and added a spin-rotate for the 180 tracking barriers.
For those with 360 setup, we have a config file tweak in GameSettings/Input_oculus.json (OptionFrontFacingMode180) if you want to disable the 180 vignette. We'll have an in-game option in the near future.
We'll post dev updates every two weeks. Our last update included a new game mode with a little more strategy than the wave mode, enjoy!
Let us know if you have any issues, we'll make sure it gets sorted out!
Today we have a new game-mode that will let us start tesgtin some of the features for the RTS mode. Swarm mode will start spawning enemy pods around the other areas of the map, which will expand and capture adjacent nodes. These pods will spawn enemies which will assault your base, and you'll have to dive in and pull off the ruin pieces to destroy them.
This is a simplified version of some of the mechanics we are experimenting with for RTS mode - we can use this to test moving out into capturing and expanding multiple areas, and have some feeling of fighting back an enemy base. We'll start adding some of the other enemy buildings over the next few builds to make it more interesting.
This mode also has a new set of research buildings which you use to unlock upgrades, and access to tools and weapons. This is still work in progress, feel free to drop some feedback. There is also a population cap increase building, which you'll need to build a lot of to get a large drone army.
We're also working on a map/minimap, which will give you a better overview of where the enemy is and what's going on. This will help for the new environment we are working on that is 3-4x larger than the current one. It's a while away but it will make things much more interesting!
Finally we have a bunch of fixes, tweaks and improvements. We reworked batching and occlusion culling for some good performance gains, which will be necessary on the new larger map. This let's unity handle some things more efficiently than how we were doing it before too.
We made some tweaks to friendbot so he will be a little less in your face -- especially when using the menu. This should help those who were having not a fun time with it.
Changelist:
add debug helper for broken vive controller touchpads
Today we have a new game-mode that will let us start tesgtin some of the features for the RTS mode. Swarm mode will start spawning enemy pods around the other areas of the map, which will expand and capture adjacent nodes. These pods will spawn enemies which will assault your base, and you'll have to dive in and pull off the ruin pieces to destroy them.
This is a simplified version of some of the mechanics we are experimenting with for RTS mode - we can use this to test moving out into capturing and expanding multiple areas, and have some feeling of fighting back an enemy base. We'll start adding some of the other enemy buildings over the next few builds to make it more interesting.
This mode also has a new set of research buildings which you use to unlock upgrades, and access to tools and weapons. This is still work in progress, feel free to drop some feedback. There is also a population cap increase building, which you'll need to build a lot of to get a large drone army.
We're also working on a map/minimap, which will give you a better overview of where the enemy is and what's going on. This will help for the new environment we are working on that is 3-4x larger than the current one. It's a while away but it will make things much more interesting!
Finally we have a bunch of fixes, tweaks and improvements. We reworked batching and occlusion culling for some good performance gains, which will be necessary on the new larger map. This let's unity handle some things more efficiently than how we were doing it before too.
We made some tweaks to friendbot so he will be a little less in your face -- especially when using the menu. This should help those who were having not a fun time with it.
Changelist:
add debug helper for broken vive controller touchpads
Roller enemy. A combination of ancient artifact stones and alien goop hive mind, this one is a large and dangerous enemy. Keep your shield handle to block it's large melee strikes and slams. It's still a work-in-progress so please give us some feedback. It should show up around wave 10 or so.
Another set of optimizations and fixes for this patch. We're making sure performance stays smooth from build to build, which is a challenge for VR.
Finally, we're working away on all the pieces and parts of strategy mode, and expanding the map to fit the new mechanics. Stay tuned!
Changelist:
add roller enemy
add secret hypercube
balance economy pass
fix achievement text localizations
fix assault bot going to wrong node sometimes
fix audio caching not working correctly
fix disc hit shaking buildings
fix disc not colliding with crystals
fix enemy egg spawn particles
fix fabricator crash when removing disk
fix handling vr headset sleep mode
fix turret disk slot by disable for now
fix turret not shooting if battery empty
fix vacuum effect when using tool
fix various achievement issues
fix various scene collisions
fix various slingshot bugs
fix worker drone carried item lagging behind
fix worker drones delivery to multiple compressors
Roller enemy. A combination of ancient artifact stones and alien goop hive mind, this one is a large and dangerous enemy. Keep your shield handle to block it's large melee strikes and slams. It's still a work-in-progress so please give us some feedback. It should show up around wave 10 or so.
Another set of optimizations and fixes for this patch. We're making sure performance stays smooth from build to build, which is a challenge for VR.
Finally, we're working away on all the pieces and parts of strategy mode, and expanding the map to fit the new mechanics. Stay tuned!
Changelist:
add roller enemy
add secret hypercube
balance economy pass
fix achievement text localizations
fix assault bot going to wrong node sometimes
fix audio caching not working correctly
fix disc hit shaking buildings
fix disc not colliding with crystals
fix enemy egg spawn particles
fix fabricator crash when removing disk
fix handling vr headset sleep mode
fix turret disk slot by disable for now
fix turret not shooting if battery empty
fix vacuum effect when using tool
fix various achievement issues
fix various scene collisions
fix various slingshot bugs
fix worker drone carried item lagging behind
fix worker drones delivery to multiple compressors