Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!

Devlog video here:
https://www.youtube.com/watch?v=86bOLyUayL0

Got a crazy big update for y'all this week. Some new toys to shoot with, a new super dynamic mode for target shooting, and (finally) some filled out sequence categories for M.E.A.T.S.

The Cleric Trainer/Battle sequences are really an incredible workout. Just making those has inspired me such that I think I'm going to add a new top-level category called 'Fitness' or 'Deez Guns' or something to that effect, that's just based around sequences designed to make you move a lot, transition from ground to standing, etc. Might actually shave off a few pounds myself in the process. (a man can dream eh?)

I can't wait to see you folks up on the global leaderboards for the sequences. A note about how they display. Basically the top 3 scores are always shown, as are the score above yours, yours, and the score below yours. Only one score per Steam account can be present on the global boards, to prevent one/a couple people from flooding them. I'm super curious to see if folks manage a gold score in a few of the sequences, as I've made some of the high-level one's devilishly difficult.

As I mention in the video, if you play through the sequences, PLEASE let me know on this thread what your favorites end up being, especially if you'd like more of them. It will seriously impact the order that I fill them out further.

Update Notes

Additions:
  • Added New Firearm - VZ64 Skorpion Machine Pistol - .380 ACP
  • Added New Firearm - Tec-9 Illegal Full Auto Mod - 9x19mm
  • Added New Firearm - Cleric M9 Machine Pistol - 9x19mm
  • Added New Firearm - Vector45 SMG - .45 ACP (Thanks to Martin!!)
  • (M.E.A.T.S.) UI Completely Re-Authored
  • (M.E.A.T.S.) Global Scoreboards Added!
  • (M.E.A.T.S.) Added New Target Spawner Type - Cleric: A Radial Arrangement Of Close Targets
  • (M.E.A.T.S.) Added 3 New Open Season Sequences
  • (M.E.A.T.S.) Added 6 New Lightning Reflexes Sequences
  • (M.E.A.T.S.) Added 6 New SixShooter Sequences
  • (M.E.A.T.S.) Added 5 New Mental Gymnastics Sequences
  • (M.E.A.T.S.) Added 7 New Spray & Pray Sequences
  • (M.E.A.T.S.) Added 4 New Down Range Sequences

Changes:
  • (M.E.A.T.S.) Item Spawner, Table and Garbage Rearranged
  • (M.E.A.T.S.) Made Grabbing a firearm early in Quickdraw mode reset quickdraw timer to 2 seconds
  • PX4 and M9 now de-cock properly when the safety is engaged.
  • Full Auto G22 Recoil/Wander behavior brought in line with other machine pistols
  • Added ‘Rush B’ stencil to the side of the P90 buttstock. #DealWithIt
  • Max laser-pointer range for UI interactions increased in most scenes.

Fixes:
  • Back Button on Simulation Options in Options panel now correctly returns to main menu
  • Adjusted slide speed racking event cutoff for handguns
  • Fixed broken lighting in Grenade Skeeball scene
  • Adjusted sound falloff curve for several targets in Friendly45 Range (thanks Roy!)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!

Devlog video here:
https://www.youtube.com/watch?v=86bOLyUayL0

Got a crazy big update for y'all this week. Some new toys to shoot with, a new super dynamic mode for target shooting, and (finally) some filled out sequence categories for M.E.A.T.S.

The Cleric Trainer/Battle sequences are really an incredible workout. Just making those has inspired me such that I think I'm going to add a new top-level category called 'Fitness' or 'Deez Guns' or something to that effect, that's just based around sequences designed to make you move a lot, transition from ground to standing, etc. Might actually shave off a few pounds myself in the process. (a man can dream eh?)

I can't wait to see you folks up on the global leaderboards for the sequences. A note about how they display. Basically the top 3 scores are always shown, as are the score above yours, yours, and the score below yours. Only one score per Steam account can be present on the global boards, to prevent one/a couple people from flooding them. I'm super curious to see if folks manage a gold score in a few of the sequences, as I've made some of the high-level one's devilishly difficult.

As I mention in the video, if you play through the sequences, PLEASE let me know on this thread what your favorites end up being, especially if you'd like more of them. It will seriously impact the order that I fill them out further.

Update Notes

Additions:
  • Added New Firearm - VZ64 Skorpion Machine Pistol - .380 ACP
  • Added New Firearm - Tec-9 Illegal Full Auto Mod - 9x19mm
  • Added New Firearm - Cleric M9 Machine Pistol - 9x19mm
  • Added New Firearm - Vector45 SMG - .45 ACP (Thanks to Martin!!)
  • (M.E.A.T.S.) UI Completely Re-Authored
  • (M.E.A.T.S.) Global Scoreboards Added!
  • (M.E.A.T.S.) Added New Target Spawner Type - Cleric: A Radial Arrangement Of Close Targets
  • (M.E.A.T.S.) Added 3 New Open Season Sequences
  • (M.E.A.T.S.) Added 6 New Lightning Reflexes Sequences
  • (M.E.A.T.S.) Added 6 New SixShooter Sequences
  • (M.E.A.T.S.) Added 5 New Mental Gymnastics Sequences
  • (M.E.A.T.S.) Added 7 New Spray & Pray Sequences
  • (M.E.A.T.S.) Added 4 New Down Range Sequences

Changes:
  • (M.E.A.T.S.) Item Spawner, Table and Garbage Rearranged
  • (M.E.A.T.S.) Made Grabbing a firearm early in Quickdraw mode reset quickdraw timer to 2 seconds
  • PX4 and M9 now de-cock properly when the safety is engaged.
  • Full Auto G22 Recoil/Wander behavior brought in line with other machine pistols
  • Added ‘Rush B’ stencil to the side of the P90 buttstock. #DealWithIt
  • Max laser-pointer range for UI interactions increased in most scenes.

Fixes:
  • Back Button on Simulation Options in Options panel now correctly returns to main menu
  • Adjusted slide speed racking event cutoff for handguns
  • Fixed broken lighting in Grenade Skeeball scene
  • Adjusted sound falloff curve for several targets in Friendly45 Range (thanks Roy!)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Hi folks!

Super quick patch for y'all tonight, just to clean up a couple glitches in the M.E.A.T.S. system.

Hope you're all having a wonderful week!!

https://www.youtube.com/watch?v=H8LzRBMIaS0
Additions:
  • Added new Firearm - Tec9 Full Auto Mod Machine Pistol.

Fixes:
  • (M.E.A.T.S.) Fixed errant ability to lose rank when getting a lower score than previous
  • (M.E.A.T.S.) Fixed incorrect scoring thresholds in some Lightning Reflexes Sequences (whoops!)
  • Fixed incorrect shell ejection location for MAS 49/56
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Hi folks!

Super quick patch for y'all tonight, just to clean up a couple glitches in the M.E.A.T.S. system.

Hope you're all having a wonderful week!!

https://www.youtube.com/watch?v=H8LzRBMIaS0
Additions:
  • Added new Firearm - Tec9 Full Auto Mod Machine Pistol.

Fixes:
  • (M.E.A.T.S.) Fixed errant ability to lose rank when getting a lower score than previous
  • (M.E.A.T.S.) Fixed incorrect scoring thresholds in some Lightning Reflexes Sequences (whoops!)
  • Fixed incorrect shell ejection location for MAS 49/56
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!

Devlog Video here: Link

https://www.youtube.com/watch?v=yNJj0jfK_6Y

Howdy Folks!
A very tired Anton here. I know this release isn’t super content dense, but I hope y’all find it enjoyable. These system-focussed updates can be such a slog sometimes. If I had told year-ago-me that I’d ever be doing this volume of database and UI programming I might have run screaming :-P

In terms of the unlock system, I have followed a ‘pricing’ rubric focussed primarily around capability. This means that firearms capable of firing higher power cartridges, at higher capacities are more expensive. Optics / attachments that aid in aiming are more expensive as well. I’ve been ‘playing through’ things just as you folks will to make sure everything feels right, and there’s the right balance between sequence difficulty, reward, and equipment cost.

In terms of S.A.U.C.E. rewards, you are awarded an amount based on two factors: rank level of score, and rank advancement. If you see your payout as Xnumber + Ynumber, the Xnumber is the base payout, and the Ynumber is the bonus you get for advancing to a higher rank for the first time. This is cumulative, so if you say… play a sequence for the first time and get Gold rank (because you’re awesome), you’ll get the bonuses for unranked->bronze, bronze->silver and silver-gold all at once. So don’t worry about ‘missing out’ on monies if you nail it out of the gate.

For now, the ammo panel is just sitting on the table. I intend to replace it as well with a more modernized look (or build it into the item spawner). I’m still deciding on it.

Lets see… what else. The next type of target spawner I plan to add are ‘blockers’, which will be non-destructible (or possibly partially destructible) floating blocks with various movement patterns. They will be present in certain sequence types to add a further timing element to taking your shots. I also have some ideas for adding some more reactive targets (multi-hit types that behave differently based on where they’re struck), as well as some very up-in-your-face close targets that I will keep a surprise.

Anywho, I’m rambling at this point. Suffice it to say, I’m feeling happy about having a solid system bedrock to work on now, and I can finally shift my attention to building out many many hours of content for it :-) Since the planning stages I’ve imagined this as one of the ‘pillar’ modes of H3 going forward. The sandbox core isn’t going anywhere, but I know some of you have been wanting some more structure, more long term goals to practice towards, and some friendly competition, so I hope this mode, as it grows, scratches all of those itches.

Next Update should bring a whole mess of sequences, global scoring (finished, but not yet tested, so I held it back for this release), and some other fun surprises.
Peace! -Anton

Additions:
  • (M.E.A.T.S.) Added 12 New Sequences (6 in Getting Started, 3 in Casual Plinkin’, 3 in Lightning Reflexes)
  • (M.E.A.T.S.) Sequence Wave Feature Added: Reflex. In reflex waves, the warmup timer is hidden and the warmup time is slightly randomized.
  • (M.E.A.T.S.) Sequence Wave Feature Added: Quickdraw. In quickdraw waves, the player must holster their weapons for the warm-up time to advance.
  • (M.E.A.T.S.) Sequence Firearm Mode Added: Category. In this mode, only equipment from specific categories is allowed. Illegal equipment will be detected automatically, and must be dropped before sequence can be started..
  • (M.E.A.T.S.) Added Name Entry For Local High Scores (so it’s easier to compete locally against your friends). The last entered name will be stored in game to speed the process of doing multiple sequences.
  • (M.E.A.T.S.) Added 3 MEATY ranks you can attain for each sequence; Bronze, Silver, and Gold!
  • (M.E.A.T.S.) Added Sequence Abort Button
  • (Item Spawner) Added Unlockable Equipment Mode. In scene that use the equipment unlock system, displays the amount of S.A.U.C.E. you have, and allows you to buy new equipment.

Changes:
  • (M.E.A.T.S.) UI reorganized for consistent button placement
  • (M.E.A.T.S.) Disc Bullseye Target Now gives colored puff visual feedback based on hit zone
  • (M.E.A.T.S.) Garbage Can Added To Scene
  • (M.E.A.T.S.) Back button is now in a consistent spot on all UI screens
  • (M.E.A.T.S.) Item Spawner Now disappears during sequence.
  • (Item Spawner) UI Rebuilt For Pointing-Laser System

Fixes:
  • Fixed errant round x position oscillating in Mk17 drum
  • Fixed incorrect item spawner image on several suppressors and other items
  • Fixed incorrectly overlapping Browning High Power Triggers
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!

Devlog Video here: Link

https://www.youtube.com/watch?v=yNJj0jfK_6Y

Howdy Folks!
A very tired Anton here. I know this release isn’t super content dense, but I hope y’all find it enjoyable. These system-focussed updates can be such a slog sometimes. If I had told year-ago-me that I’d ever be doing this volume of database and UI programming I might have run screaming :-P

In terms of the unlock system, I have followed a ‘pricing’ rubric focussed primarily around capability. This means that firearms capable of firing higher power cartridges, at higher capacities are more expensive. Optics / attachments that aid in aiming are more expensive as well. I’ve been ‘playing through’ things just as you folks will to make sure everything feels right, and there’s the right balance between sequence difficulty, reward, and equipment cost.

In terms of S.A.U.C.E. rewards, you are awarded an amount based on two factors: rank level of score, and rank advancement. If you see your payout as Xnumber + Ynumber, the Xnumber is the base payout, and the Ynumber is the bonus you get for advancing to a higher rank for the first time. This is cumulative, so if you say… play a sequence for the first time and get Gold rank (because you’re awesome), you’ll get the bonuses for unranked->bronze, bronze->silver and silver-gold all at once. So don’t worry about ‘missing out’ on monies if you nail it out of the gate.

For now, the ammo panel is just sitting on the table. I intend to replace it as well with a more modernized look (or build it into the item spawner). I’m still deciding on it.

Lets see… what else. The next type of target spawner I plan to add are ‘blockers’, which will be non-destructible (or possibly partially destructible) floating blocks with various movement patterns. They will be present in certain sequence types to add a further timing element to taking your shots. I also have some ideas for adding some more reactive targets (multi-hit types that behave differently based on where they’re struck), as well as some very up-in-your-face close targets that I will keep a surprise.

Anywho, I’m rambling at this point. Suffice it to say, I’m feeling happy about having a solid system bedrock to work on now, and I can finally shift my attention to building out many many hours of content for it :-) Since the planning stages I’ve imagined this as one of the ‘pillar’ modes of H3 going forward. The sandbox core isn’t going anywhere, but I know some of you have been wanting some more structure, more long term goals to practice towards, and some friendly competition, so I hope this mode, as it grows, scratches all of those itches.

Next Update should bring a whole mess of sequences, global scoring (finished, but not yet tested, so I held it back for this release), and some other fun surprises.
Peace! -Anton

Additions:
  • (M.E.A.T.S.) Added 12 New Sequences (6 in Getting Started, 3 in Casual Plinkin’, 3 in Lightning Reflexes)
  • (M.E.A.T.S.) Sequence Wave Feature Added: Reflex. In reflex waves, the warmup timer is hidden and the warmup time is slightly randomized.
  • (M.E.A.T.S.) Sequence Wave Feature Added: Quickdraw. In quickdraw waves, the player must holster their weapons for the warm-up time to advance.
  • (M.E.A.T.S.) Sequence Firearm Mode Added: Category. In this mode, only equipment from specific categories is allowed. Illegal equipment will be detected automatically, and must be dropped before sequence can be started..
  • (M.E.A.T.S.) Added Name Entry For Local High Scores (so it’s easier to compete locally against your friends). The last entered name will be stored in game to speed the process of doing multiple sequences.
  • (M.E.A.T.S.) Added 3 MEATY ranks you can attain for each sequence; Bronze, Silver, and Gold!
  • (M.E.A.T.S.) Added Sequence Abort Button
  • (Item Spawner) Added Unlockable Equipment Mode. In scene that use the equipment unlock system, displays the amount of S.A.U.C.E. you have, and allows you to buy new equipment.

Changes:
  • (M.E.A.T.S.) UI reorganized for consistent button placement
  • (M.E.A.T.S.) Disc Bullseye Target Now gives colored puff visual feedback based on hit zone
  • (M.E.A.T.S.) Garbage Can Added To Scene
  • (M.E.A.T.S.) Back button is now in a consistent spot on all UI screens
  • (M.E.A.T.S.) Item Spawner Now disappears during sequence.
  • (Item Spawner) UI Rebuilt For Pointing-Laser System

Fixes:
  • Fixed errant round x position oscillating in Mk17 drum
  • Fixed incorrect item spawner image on several suppressors and other items
  • Fixed incorrectly overlapping Browning High Power Triggers
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!

Devlog Video here: Link

https://www.youtube.com/watch?v=emjOiYrmy6I

Hope you're all having a wonderful Friday! I juuuust managed to get the 8 preview sequences for this update ready in time. Working on this mode the past two weeks has had me the most energized I've been on the game since Meatmas. I've fought to build myself a sufficiently modular and fast-to-work-with architecture for challenge sequences a couple times now, and I'm finally happy with the results.

My production goal at this point is to get 2-4 new sequences done a day (in addition to the other things I'd doing) for the next couple weeks to really fill out the categories, and ensure they're sufficiently meaty(sorry). I also have plans for about a half-dozen other types of 'target spawners', of which there are currently 5 in the system. I am open to feedback on target typology btw, most especially if I've missed something super obvious.

The other thing that should be functional next week is detection of 'illegal' equipment for category-limited and fixed ammo sequences (and a button to clear them from the scene). I need to modify some item database stuff for that all to work, but such things should occur as a matter of course in building the unlock system.

As I mentioned in the video, do please try these new sequences out, and post a screenshot on this thread of your score, along with details of whatever equipment you were using. I'll eventually be able to gather meta-data on the later part of that and bind it to the scores, but I don't have that up and running yet. If anything feels 'wrong' to you scoring wise, or if the sequencer glitches out, do feel free to let me know!

Anywho, I'm going to jump back into Unity. I've had so much fun playing the Spray & Pray preview sequence that I want to go ahead and author another couple of them tonight.

Enjoy!,
-Anton

Additions:
Added New Game Mode: M.E.A.T.S. (Modular Environment Adaptive Target Simulation)

Details:
This mode is currently in-progress, but we’ve enabled a preview of it for this update for you all to test.

What Is Currently Working:
  • Full Game Loop
  • 5 Different Target Categories (Discs, Grids, Shapes, IPSC, Mortars)
  • 8 Preview Sequences
  • Local Scoreboards
  • Partially-built environment

Coming Next Update:
  • Global & Steam Friend Score Boards
  • Dozens of Sequences across 8 Categories
  • Finished Environment
  • Currency and Equipment Unlock System
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!

Devlog Video here: Link

https://www.youtube.com/watch?v=emjOiYrmy6I

Hope you're all having a wonderful Friday! I juuuust managed to get the 8 preview sequences for this update ready in time. Working on this mode the past two weeks has had me the most energized I've been on the game since Meatmas. I've fought to build myself a sufficiently modular and fast-to-work-with architecture for challenge sequences a couple times now, and I'm finally happy with the results.

My production goal at this point is to get 2-4 new sequences done a day (in addition to the other things I'd doing) for the next couple weeks to really fill out the categories, and ensure they're sufficiently meaty(sorry). I also have plans for about a half-dozen other types of 'target spawners', of which there are currently 5 in the system. I am open to feedback on target typology btw, most especially if I've missed something super obvious.

The other thing that should be functional next week is detection of 'illegal' equipment for category-limited and fixed ammo sequences (and a button to clear them from the scene). I need to modify some item database stuff for that all to work, but such things should occur as a matter of course in building the unlock system.

As I mentioned in the video, do please try these new sequences out, and post a screenshot on this thread of your score, along with details of whatever equipment you were using. I'll eventually be able to gather meta-data on the later part of that and bind it to the scores, but I don't have that up and running yet. If anything feels 'wrong' to you scoring wise, or if the sequencer glitches out, do feel free to let me know!

Anywho, I'm going to jump back into Unity. I've had so much fun playing the Spray & Pray preview sequence that I want to go ahead and author another couple of them tonight.

Enjoy!,
-Anton

Additions:
Added New Game Mode: M.E.A.T.S. (Modular Environment Adaptive Target Simulation)

Details:
This mode is currently in-progress, but we’ve enabled a preview of it for this update for you all to test.

What Is Currently Working:
  • Full Game Loop
  • 5 Different Target Categories (Discs, Grids, Shapes, IPSC, Mortars)
  • 8 Preview Sequences
  • Local Scoreboards
  • Partially-built environment

Coming Next Update:
  • Global & Steam Friend Score Boards
  • Dozens of Sequences across 8 Categories
  • Finished Environment
  • Currency and Equipment Unlock System
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Devlog Video here: Link

https://www.youtube.com/watch?v=x23jv_Ec6wE&lc

Additions:
  • Added New Options Section: Simulation Options
  • Added New Simulation Options: Gravity Mode for Player, Objects, Ballistics (Realistic, Playful, OnTheMoon, None)
  • Added Quit To Desktop Button in Wrist Menu
  • Music Toggle Added To Arcade Prototype Scene


Fixes:
  • Fixed Scene Cleanup deleting firearm rounds it shouldn’t
  • Cleaned up ballistics simulation handing of gravity for better consistency
  • 762x39mm SP Can now be loaded
  • Spas 12 Stock end now folds properly
  • Mac11 Stock end now folds properly
  • Made Minigun Box Magazine Properly Eject
  • Minigun Box now properly retains ammo count when Infinite Ammo Engaged in Arcade Prototype
  • Fixed Backup Sight Rear piece being unable to be picked up
  • Tweaked trigger volumes for both backup iron sights to make them easier to pick up
  • Fixed Modular Range Sequence 6 Wave 18&19 not having targets (finally)
  • Fixed errant hand filtering data retention on teleport
  • Fixed negatively scaled trigger colliders of a number of handguns which was causing physics crashes
  • Fixed Wrist Menu Movement mode display text not correctly displaying current mode until it was changed once
  • Galil Magazine Now reads as having the correct ammo type
  • Added MS C++ Runtime and DX Update to redistributables for the game. This should prevent the game from being able to be installed without required dependencies on Windows 7.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Devlog Video here: Link

https://www.youtube.com/watch?v=x23jv_Ec6wE&lc

Additions:
  • Added New Options Section: Simulation Options
  • Added New Simulation Options: Gravity Mode for Player, Objects, Ballistics (Realistic, Playful, OnTheMoon, None)
  • Added Quit To Desktop Button in Wrist Menu
  • Music Toggle Added To Arcade Prototype Scene


Fixes:
  • Fixed Scene Cleanup deleting firearm rounds it shouldn’t
  • Cleaned up ballistics simulation handing of gravity for better consistency
  • 762x39mm SP Can now be loaded
  • Spas 12 Stock end now folds properly
  • Mac11 Stock end now folds properly
  • Made Minigun Box Magazine Properly Eject
  • Minigun Box now properly retains ammo count when Infinite Ammo Engaged in Arcade Prototype
  • Fixed Backup Sight Rear piece being unable to be picked up
  • Tweaked trigger volumes for both backup iron sights to make them easier to pick up
  • Fixed Modular Range Sequence 6 Wave 18&19 not having targets (finally)
  • Fixed errant hand filtering data retention on teleport
  • Fixed negatively scaled trigger colliders of a number of handguns which was causing physics crashes
  • Fixed Wrist Menu Movement mode display text not correctly displaying current mode until it was changed once
  • Galil Magazine Now reads as having the correct ammo type
  • Added MS C++ Runtime and DX Update to redistributables for the game. This should prevent the game from being able to be installed without required dependencies on Windows 7.
...