Onward - DownpourDev
Hey guys,

Here's whats in todays update!

New Content/Changes:
  • Quarantine has been updated (New textures, and better map balance)
  • GPS watch on dominant hand wrist (placement/customization will be added later)
  • Suburbia performance improvements
  • Subway lower level objective Volk balance
  • Initial Oculus Touch Support (More info below)

Bug Fixes:
  • Spawn timer stopping at 1
  • Dark lighting spots on quarantine for marsoc
  • Falling through map on Subway (if there are spots that I missed, take a screenshot and I will fix them)
  • Walking behind containers on Tanker

A large update will be coming towards the end of December along with a few announcements. If you want to stay updated and be a part of the Onward community, join the our Discord channel: https://discord.gg/yPBrHx4


Initial Oculus Touch Support:

Rift and Touch support for Onward is available through SteamVR, but I do plan to implement the OculusSDK soon for native support.

Note: it is recommended to turn off ASW, while running Onward, as it seems to make the game run in super slow motion whenever the game dips below 90fps. For an easy tutorial on how to do that, go here: https://www.reddit.com/r/oculus/comments/56af3t/detailed_stepbystep_guide_to_enabling_asw_through/
You will still get the benefits of ATW, but just not ASW.

Front Facing vs Roomscale

For those playing Onward with Rift and Touch that have a front facing setup, you will have to use the right thumbstick to snap-turn left and right, to fully rotate while maintaing tracking.

Rift and Touch users with a roomscale setup can play the game normally without snap-turns.

Controls

The controls are the exact same for Touch users as Vive users.
Grip buttons work the same
Triggers work the same
Y and B buttons are equivalent to the application/menu button on the Vive
Here is the early access tutorial video: https://www.youtube.com/watch?v=YWtAwGeA_ds

I've also attached top down views of Quarantine, Downfall, Suburbia, Tanker, and Subway, for teams to strategize and prepare for tournaments.



More info on community maps will be announced at a later date, but for now you can start creating maps in the free version of Unity.



Thanks again for all the support guys, hope you enjoy the gameplay changes!

Best,

Dante



Here is a known Bugs List:

General/Stability

- Desktop window only displays left eye

- Voice delay sometimes when using non-vive audio input (i.e. gaming headset)

- Unplayable for some people on WiFi connections

Menus/Lobby

- Tutorial can continue playing after you've closed it if you don't stop

- Menu options can judder between active and non-active states if you hover over the edge

- Double loadout bug in lobby where you get overlapping menus

- Team helmet can be thrown out of player's room bounds and won't respawn (currently need to pick other team then quit to spawn it again)

- Map vote screen currently occludes final scores without giving people a chance to see them

- Possible to load into the lobby twice after map vote which causes the game to show as full for people when there's spaces (some player names can get duplicated after this too)

Spawning

- Sometimes playermodel can spawn in high in the air (and be visible from across the map)

- Opposing team members can occasionally spawn on the wrong side

- Sometimes getting 5 players on a single team

- Spawning can occasionally make character model fly up in the air


Maps

- Occasional regions in maps that can cause black screen/geometry collision when walking over/near (i.e rails on subway)

- Staircase collision issues on Quarantine (currently possible to get player's vest stuck in them)

- Occasional floating objects on downfall

- Currently possible to fall behind a train and not get out again on Subway

- Occasional holes in map on Downfall and Quarantine


Gameplay

- Shooting range bullet hole decals don't last long enough to be able to see where you've hit on a target if you go to look

- Holo/red dot sights/lasers are dark grey with NVG on

- Some guns aren't mirrored for left handed players

- AUG doesn't fire with laser sight enabled

- Can occasionally fall through maps if floor height is incorrect in game (making sure floor height is accurate will help with this a lot!)

- Hand positioning on tablet for left handed players is wrong

- Player ragdoll collision issues when walking into/on top of one another

- Having both hands gripping the pistol then trying to holster without ungripping can cause issues

- Tablet pointer doesn't always highlight/recognize numbers when inputting the code

- Can still use radio in spectate lobby if you remember where dead body was when you were downed

- Getting invisible shield if using controllers instead of hands in game



Performance Boost/Async Reprojection : If you have an Nvidia graphics card and are still running into performance issues, opt into the SteamVR Beta and enable Asynchronous Reprojection, while disabling Interleaved Reprojection. That combination seems to help users out the most.
(Note: I am continuing to optimize the game, however this is a good safety net for dropped frames.)
Onward - DownpourDev
Hey guys,

Here's whats in todays update!

New Content/Changes:
  • Quarantine has been updated (New textures, and better map balance)
  • GPS watch on dominant hand wrist (placement/customization will be added later)
  • Suburbia performance improvements
  • Subway lower level objective Volk balance
  • Initial Oculus Touch Support (More info below)

Bug Fixes:
  • Spawn timer stopping at 1
  • Dark lighting spots on quarantine for marsoc
  • Falling through map on Subway (if there are spots that I missed, take a screenshot and I will fix them)
  • Walking behind containers on Tanker

A large update will be coming towards the end of December along with a few announcements. If you want to stay updated and be a part of the Onward community, join the our Discord channel: https://discord.gg/yPBrHx4


Initial Oculus Touch Support:

Rift and Touch support for Onward is available through SteamVR, but I do plan to implement the OculusSDK soon for native support.

Note: it is recommended to turn off ASW, while running Onward, as it seems to make the game run in super slow motion whenever the game dips below 90fps. For an easy tutorial on how to do that, go here: https://www.reddit.com/r/oculus/comments/56af3t/detailed_stepbystep_guide_to_enabling_asw_through/
You will still get the benefits of ATW, but just not ASW.

Front Facing vs Roomscale

For those playing Onward with Rift and Touch that have a front facing setup, you will have to use the right thumbstick to snap-turn left and right, to fully rotate while maintaing tracking.

Rift and Touch users with a roomscale setup can play the game normally without snap-turns.

Controls

The controls are the exact same for Touch users as Vive users.
Grip buttons work the same
Triggers work the same
Y and B buttons are equivalent to the application/menu button on the Vive
Here is the early access tutorial video: https://www.youtube.com/watch?v=YWtAwGeA_ds

I've also attached top down views of Quarantine, Downfall, Suburbia, Tanker, and Subway, for teams to strategize and prepare for tournaments.



More info on community maps will be announced at a later date, but for now you can start creating maps in the free version of Unity.



Thanks again for all the support guys, hope you enjoy the gameplay changes!

Best,

Dante



Here is a known Bugs List:

General/Stability

- Desktop window only displays left eye

- Voice delay sometimes when using non-vive audio input (i.e. gaming headset)

- Unplayable for some people on WiFi connections

Menus/Lobby

- Tutorial can continue playing after you've closed it if you don't stop

- Menu options can judder between active and non-active states if you hover over the edge

- Double loadout bug in lobby where you get overlapping menus

- Team helmet can be thrown out of player's room bounds and won't respawn (currently need to pick other team then quit to spawn it again)

- Map vote screen currently occludes final scores without giving people a chance to see them

- Possible to load into the lobby twice after map vote which causes the game to show as full for people when there's spaces (some player names can get duplicated after this too)

Spawning

- Sometimes playermodel can spawn in high in the air (and be visible from across the map)

- Opposing team members can occasionally spawn on the wrong side

- Sometimes getting 5 players on a single team

- Spawning can occasionally make character model fly up in the air


Maps

- Occasional regions in maps that can cause black screen/geometry collision when walking over/near (i.e rails on subway)

- Staircase collision issues on Quarantine (currently possible to get player's vest stuck in them)

- Occasional floating objects on downfall

- Currently possible to fall behind a train and not get out again on Subway

- Occasional holes in map on Downfall and Quarantine


Gameplay

- Shooting range bullet hole decals don't last long enough to be able to see where you've hit on a target if you go to look

- Holo/red dot sights/lasers are dark grey with NVG on

- Some guns aren't mirrored for left handed players

- AUG doesn't fire with laser sight enabled

- Can occasionally fall through maps if floor height is incorrect in game (making sure floor height is accurate will help with this a lot!)

- Hand positioning on tablet for left handed players is wrong

- Player ragdoll collision issues when walking into/on top of one another

- Having both hands gripping the pistol then trying to holster without ungripping can cause issues

- Tablet pointer doesn't always highlight/recognize numbers when inputting the code

- Can still use radio in spectate lobby if you remember where dead body was when you were downed

- Getting invisible shield if using controllers instead of hands in game



Performance Boost/Async Reprojection : If you have an Nvidia graphics card and are still running into performance issues, opt into the SteamVR Beta and enable Asynchronous Reprojection, while disabling Interleaved Reprojection. That combination seems to help users out the most.
(Note: I am continuing to optimize the game, however this is a good safety net for dropped frames.)
Onward - DownpourDev
Hey guys,

I've added in a few performance improvements!

Let me know how it feels.

Best,

Dante
Onward - DownpourDev
Hey guys,

I've added in a few performance improvements!

Let me know how it feels.

Best,

Dante
Onward - DownpourDev
Hey guys,

Today I am releasing a new Close Quarters map, called Suburbia.
Let me know what you guys think! (This map is still going to be optimized and another optimization update will be coming soon, but I wanted to get it out early to you guys to test).

Bug Fixes:

  • Black Screen on spawn is fixed
  • Losing controllers in lobby fixed
  • Setting to turn On/Off Music
  • Shield orientation sync fix
  • SKS grip orientation fix
  • Spawn timer stopping at 1 fix

Changes:

  • Main menu music and Round music have been adjusted
  • Automatic Rifleman no longer has AP rounds
  • 4 mags for FMJ and Tracer rounds
  • 2 mags for AP rounds
  • Setting to turn On/Off Music
  • New helmet for Volk Rifleman Class
  • Slight smoke grenade adjustments

Performance Boost/Async Reprojection : If you have an Nvidia graphics card and are still running into performance issues, opt into the SteamVR Beta and enable Asynchronous Reprojection, while disabling Interleaved Reprojection. That combination seems to help users out the most.
(Note: I am continuing to optimize the game, however this is a good safety net for dropped frames.)

Thanks again for the support, a performance patch will be coming soon for this map!

Best,

Dante
Onward - DownpourDev
Hey guys,

Today I am releasing a new Close Quarters map, called Suburbia.
Let me know what you guys think! (This map is still going to be optimized and another optimization update will be coming soon, but I wanted to get it out early to you guys to test).

Bug Fixes:

  • Black Screen on spawn is fixed
  • Losing controllers in lobby fixed
  • Setting to turn On/Off Music
  • Shield orientation sync fix
  • SKS grip orientation fix
  • Spawn timer stopping at 1 fix

Changes:

  • Main menu music and Round music have been adjusted
  • Automatic Rifleman no longer has AP rounds
  • 4 mags for FMJ and Tracer rounds
  • 2 mags for AP rounds
  • Setting to turn On/Off Music
  • New helmet for Volk Rifleman Class
  • Slight smoke grenade adjustments

Performance Boost/Async Reprojection : If you have an Nvidia graphics card and are still running into performance issues, opt into the SteamVR Beta and enable Asynchronous Reprojection, while disabling Interleaved Reprojection. That combination seems to help users out the most.
(Note: I am continuing to optimize the game, however this is a good safety net for dropped frames.)

Thanks again for the support, a performance patch will be coming soon for this map!

Best,

Dante
Onward - DownpourDev
Hey guys,

Today I am announcing that User Created Maps will be coming to Onward!
The maps will be voted and curated by the community, and the top voted maps will be added into the game. More information on requirements, and how to create/submit maps will be coming soon. For now, if you want to go ahead and get started, you can brainstorm and layout plans/ideas on paper, and/or use programs like Tilt Brush to do early mock ups.

Now onto the patch details ( Note: this is one half of the patch, the other half will be released on Thursday).

Patch Updates/Fixes (1st half) :
  • Fixed most geometry exploits
  • Skulls for dead players in lobbies
  • Tracer rounds fully surpress players, way more than FMJ or AP rounds
  • Lobby countdown beeps
  • Volumetric smoke grenades
  • Adjusted all weapon firing rates, and recoil (I'd recommend trying out all guns again)
  • Larger penalty for one handed shooting
  • Fixed game crashes while in SteamVR
  • Old magazines are now deleted between rounds
  • Code optimization
  • Victory and Defeat notifications
  • New round/loadout music from composer Rich Douglas

New Weapons/Gear :
  • Ballistic Shield and 552 Commando for Marsoc Specialist ( press the grip button while behind your back, to grab or put away the shield)
  • AK5C for Marsoc Rifleman
  • SKS for Volk Rifleman and Designated Marksman
  • New SV98 model for Volk, created by Daniel Conroy

Performance Boost/Async Reprojection : If you have an Nvidia graphics card and are still running into performance issues, opt into the SteamVR Beta and enable Asynchronous Reprojection, while disabling Interleaved Reprojection. That combination seems to help users out the most.
(Note: I am continuing to optimize the game, however this is a good safety net for dropped frames.)

Lastly, the next update/2nd half will be here on Thursday, with a new map, and a few more things. Thank again guys for all the support!

Best,

Dante
Onward - DownpourDev
Hey guys,

Today I am announcing that User Created Maps will be coming to Onward!
The maps will be voted and curated by the community, and the top voted maps will be added into the game. More information on requirements, and how to create/submit maps will be coming soon. For now, if you want to go ahead and get started, you can brainstorm and layout plans/ideas on paper, and/or use programs like Tilt Brush to do early mock ups.

Now onto the patch details ( Note: this is one half of the patch, the other half will be released on Thursday).

Patch Updates/Fixes (1st half) :
  • Fixed most geometry exploits
  • Skulls for dead players in lobbies
  • Tracer rounds fully surpress players, way more than FMJ or AP rounds
  • Lobby countdown beeps
  • Volumetric smoke grenades
  • Adjusted all weapon firing rates, and recoil (I'd recommend trying out all guns again)
  • Larger penalty for one handed shooting
  • Fixed game crashes while in SteamVR
  • Old magazines are now deleted between rounds
  • Code optimization
  • Victory and Defeat notifications
  • New round/loadout music from composer Rich Douglas

New Weapons/Gear :
  • Ballistic Shield and 552 Commando for Marsoc Specialist ( press the grip button while behind your back, to grab or put away the shield)
  • AK5C for Marsoc Rifleman
  • SKS for Volk Rifleman and Designated Marksman
  • New SV98 model for Volk, created by Daniel Conroy

Performance Boost/Async Reprojection : If you have an Nvidia graphics card and are still running into performance issues, opt into the SteamVR Beta and enable Asynchronous Reprojection, while disabling Interleaved Reprojection. That combination seems to help users out the most.
(Note: I am continuing to optimize the game, however this is a good safety net for dropped frames.)

Lastly, the next update/2nd half will be here on Thursday, with a new map, and a few more things. Thank again guys for all the support!

Best,

Dante
Onward - DownpourDev
Hey guys,

Today I am releasing an update with a few gameplay changes that refocus the game on objective play, communication, and teamwork.

Updates:
  • Capturing objectives now earns you 2 points, instead of 1.
  • Rounds are now 6 minutes
  • Objectives have a physical representation in the world
  • Volk now spawns near objectives
  • Marsoc spawns are now random
  • A 15 second countdown timer has been added at the beginning of rounds, to allow for planning and coordination.
  • Performance increases for Night Vision
  • Best 4 out of 7 rounds wins the game
More updates are on the way!
Thanks for all the support.

Best,

Dante
Onward - DownpourDev
Hey guys,

Today I am releasing an update with a few gameplay changes that refocus the game on objective play, communication, and teamwork.

Updates:
  • Capturing objectives now earns you 2 points, instead of 1.
  • Rounds are now 6 minutes
  • Objectives have a physical representation in the world
  • Volk now spawns near objectives
  • Marsoc spawns are now random
  • A 15 second countdown timer has been added at the beginning of rounds, to allow for planning and coordination.
  • Performance increases for Night Vision
  • Best 4 out of 7 rounds wins the game
More updates are on the way!
Thanks for all the support.

Best,

Dante
...