Late For Work - Yac


Hello hello!

Ready to drop a new update and this one is all about improving how you control the cars, tanks and planes. We had to give those puny humans a chance to take down that giant ape. The game should feel a lot more balance now.

If you're curious, we went into a lot more details in the beta notes for this update but to summarize: the vehicles should feel a LOT better and easier to use.

https://steamcommunity.com/games/623540/announcements/detail/2324275121370977425

What else did we do? Well, there's better VR control options, more variety, the tutorial has been polished, the first bits of the translation system are in and tons of bug fixes.

Changelog - Build 315

Improvements
- Camera no longer goes through floor when you look up with tank.
- Tanks gets less stuck going over objects
- Plane movement vertically and horizontally is consistent now. Camera always pans to better show where you're going and what you're aiming at.
- Clicking in right joystick shows rearview
- Aim indicator turns red when aiming at gorilla
- Car keyboard controls are much more responsive now. Accelerate, turn and brake are all better.
- Car boost is more controllable now can turn better.
- Hide billboards, bridges, basically every thing when doing the countdown for hide and seek and last man standing
- Countdown timer is now always visible.
- Head height toggle for standing/seated/kids mode.
- Initial translation system, with four languages partially supported (Polish German, French along with English).

Fixes
- NPC cars are moving around the cities better, including in seaport and valley map
- Fixed plane missile damage to gorilla to be consistent from shot to shot (5% each time).
- Plane missiles don't go through billboard anymore
- Lots of fixes to the UI and test for the Hide n Seek game mode result screens.
Late For Work - Yac


Hello hello!

Ready to drop a new update and this one is all about improving how you control the cars, tanks and planes. We had to give those puny humans a chance to take down that giant ape. The game should feel a lot more balance now.

If you're curious, we went into a lot more details in the beta notes for this update but to summarize: the vehicles should feel a LOT better and easier to use.

https://steamcommunity.com/games/623540/announcements/detail/2324275121370977425

What else did we do? Well, there's better VR control options, more variety, the tutorial has been polished, the first bits of the translation system are in and tons of bug fixes.

Changelog - Build 315

Improvements
- Camera no longer goes through floor when you look up with tank.
- Tanks gets less stuck going over objects
- Plane movement vertically and horizontally is consistent now. Camera always pans to better show where you're going and what you're aiming at.
- Clicking in right joystick shows rearview
- Aim indicator turns red when aiming at gorilla
- Car keyboard controls are much more responsive now. Accelerate, turn and brake are all better.
- Car boost is more controllable now can turn better.
- Hide billboards, bridges, basically every thing when doing the countdown for hide and seek and last man standing
- Countdown timer is now always visible.
- Head height toggle for standing/seated/kids mode.
- Initial translation system, with four languages partially supported (Polish German, French along with English).

Fixes
- NPC cars are moving around the cities better, including in seaport and valley map
- Fixed plane missile damage to gorilla to be consistent from shot to shot (5% each time).
- Plane missiles don't go through billboard anymore
- Lots of fixes to the UI and test for the Hide n Seek game mode result screens.
Late For Work - Yac
Hello again,

It's a few weeks later and we've got a new build ready in the Beta branch (which you can access easily).

There are a lot of small things in this build: Vehicle controls have received a lot of love. Planes are easier to fly and aim. Tanks are easier to control and aim. Cars feel smoother. We also fixed a lot of keyboard control issues, the cars and tanks should be much more responsive now. And overall it's more consistent throughout (it was a bit of an inconsistent mess so far). Now: left stick move/aim, right stick (optional) camera control.

Still, we have room to improve and we'd love to hear your feedback on this. In particular we are experimenting with single stick control for the tanks, the dual stick move base, aim turret feels too complicated for the type of arcade game we are making. But we are undecided on a direction. Tell us what you think.

Also In The Beta

  • More VR button mappings options and nicer UI
  • A height toggle to make the game more friendly to people sitting (or small children!)
  • Basic localization system. We're still mapping a lot of the language strings, but if you want to help us translate the game to your favorite language, join us here.
  • Bug fixes galore. Too many to enumerate.

We're still experimenting in-house at what update frequency we want to proceed. Right now we're currently aiming for 3 week cycles (2 weeks new stuff, one week test and polish).

Also, the office is closed next week (Gamescom and/or holidays) so the next update is ~4 weeks away instead of the usual 3. We're roughly planning to work on improving the AI and NPCs and continuing to improve the various game modes (single player and multiplayer) but we're also listening to your feedback, so don't be shy. And you can always follow our latest plans on our roadmap.
Late For Work - Yac
Hello again,

It's a few weeks later and we've got a new build ready in the Beta branch (which you can access easily).

There are a lot of small things in this build: Vehicle controls have received a lot of love. Planes are easier to fly and aim. Tanks are easier to control and aim. Cars feel smoother. We also fixed a lot of keyboard control issues, the cars and tanks should be much more responsive now. And overall it's more consistent throughout (it was a bit of an inconsistent mess so far). Now: left stick move/aim, right stick (optional) camera control.

Still, we have room to improve and we'd love to hear your feedback on this. In particular we are experimenting with single stick control for the tanks, the dual stick move base, aim turret feels too complicated for the type of arcade game we are making. But we are undecided on a direction. Tell us what you think.

Also In The Beta

  • More VR button mappings options and nicer UI
  • A height toggle to make the game more friendly to people sitting (or small children!)
  • Basic localization system. We're still mapping a lot of the language strings, but if you want to help us translate the game to your favorite language, join us here.
  • Bug fixes galore. Too many to enumerate.

We're still experimenting in-house at what update frequency we want to proceed. Right now we're currently aiming for 3 week cycles (2 weeks new stuff, one week test and polish).

Also, the office is closed next week (Gamescom and/or holidays) so the next update is ~4 weeks away instead of the usual 3. We're roughly planning to work on improving the AI and NPCs and continuing to improve the various game modes (single player and multiplayer) but we're also listening to your feedback, so don't be shy. And you can always follow our latest plans on our roadmap.
Late For Work - Yac
Hello!

Check out our first major update! We've been listening to your feedback and working hard on the game.

Bigger and Busier Maps
The Seaport map got a major revamp and is now 3 times the size! The Valley map has a lot more going on! Please check them out and let us know what you think.



Better Modes
We really spent some time polishing our Last Man Standing and Hide & Seek modes. We consider these modes more 'advanced' for a our group of players comfortable with the game and who know each other's tendencies. These modes involve cunning, daring escapes and outthinking your opponents. We've fleshed out the intro period so you have time to hide and we explain the rules a lot better.

UI Improvements
We're trying to make it as easy as possible to jump into a game and understand what is going on. We've spent the last couple weeks revamping our UI, our game mode intros, the result screens and in-game tutorials. There's still a lot more to do but as always, but things are a lot stabler.

The Settings screen has also had a makeover, with clearer options and better explanations


Behind The Scenes
There's so much going underneath the hood. We've revamped our build system to make it easier and faster to publish updates. We've put in the ground work for a localization system, which is coming in our next beta update (if you want to see the game in your native language, help us translate it!). We're laying the ground work for some new art and visual improvements. Are we investing a lot of time polishing the vehicle controls.

The whole team is excited about what's coming up in the next few weeks. As always, we are counting on your feedback to help us prioritize our focus. Our roadmap is available at http://roadmap.lateforworkgame.com
Late For Work - Yac
Hello!

Check out our first major update! We've been listening to your feedback and working hard on the game.

Bigger and Busier Maps
The Seaport map got a major revamp and is now 3 times the size! The Valley map has a lot more going on! Please check them out and let us know what you think.



Better Modes
We really spent some time polishing our Last Man Standing and Hide & Seek modes. We consider these modes more 'advanced' for a our group of players comfortable with the game and who know each other's tendencies. These modes involve cunning, daring escapes and outthinking your opponents. We've fleshed out the intro period so you have time to hide and we explain the rules a lot better.

UI Improvements
We're trying to make it as easy as possible to jump into a game and understand what is going on. We've spent the last couple weeks revamping our UI, our game mode intros, the result screens and in-game tutorials. There's still a lot more to do but as always, but things are a lot stabler.

The Settings screen has also had a makeover, with clearer options and better explanations


Behind The Scenes
There's so much going underneath the hood. We've revamped our build system to make it easier and faster to publish updates. We've put in the ground work for a localization system, which is coming in our next beta update (if you want to see the game in your native language, help us translate it!). We're laying the ground work for some new art and visual improvements. Are we investing a lot of time polishing the vehicle controls.

The whole team is excited about what's coming up in the next few weeks. As always, we are counting on your feedback to help us prioritize our focus. Our roadmap is available at http://roadmap.lateforworkgame.com
Late For Work - Yac
Hey everyone,

Another week, another update to our Beta branch (which you can check out right now!) Thanks to your feedback we've been working hard to improve the overall flow of the game modes. Clearer menus, better intros and a lot of bug fixes make the game even easier to pick up and play.



Last week we introduced the completely revamped version of Seaport. The bigger map now feels a lot more open and dynamic, especially in Hide & Seek mode. We've also really improved this game mode (along with Last Man Standing). Check out the new setup and let us know what you think. We hope the battles are a lot more fair. Remember, you can always hide in a garage!

Stay tuned for our big update this week as we take these changes out of Beta.

And make sure to check out our roadmap and share your feedback, either on the forums or in a review.
Late For Work - Yac
Hey everyone,

Another week, another update to our Beta branch (which you can check out right now!) Thanks to your feedback we've been working hard to improve the overall flow of the game modes. Clearer menus, better intros and a lot of bug fixes make the game even easier to pick up and play.



Last week we introduced the completely revamped version of Seaport. The bigger map now feels a lot more open and dynamic, especially in Hide & Seek mode. We've also really improved this game mode (along with Last Man Standing). Check out the new setup and let us know what you think. We hope the battles are a lot more fair. Remember, you can always hide in a garage!

Stay tuned for our big update this week as we take these changes out of Beta.

And make sure to check out our roadmap and share your feedback, either on the forums or in a review.
Late For Work - Yac
Hello again!

We just posted our first content update. It's available in the beta branch (which you can try out here). We've been working on a revamped and much bigger version of the Seaport map, with more play area and new locations. It's a lot more enjoyable for Deathmatch mode as well as Hide n Seek.



Stay tuned for more updates.

It's also been an incredible start to our Early Access campaign, lots of new players. We love the reactions and feedback we've been getting. It's pretty clear what you want to see: more content, bigger maps, better controls, more balance, basically an overall more polished version. And that's what we're working on. Check out our roadmap and share your feedback, either on the forums or in a review.
Late For Work - Yac
Hello again!

We just posted our first content update. It's available in the beta branch (which you can try out here). We've been working on a revamped and much bigger version of the Seaport map, with more play area and new locations. It's a lot more enjoyable for Deathmatch mode as well as Hide n Seek.



Stay tuned for more updates.

It's also been an incredible start to our Early Access campaign, lots of new players. We love the reactions and feedback we've been getting. It's pretty clear what you want to see: more content, bigger maps, better controls, more balance, basically an overall more polished version. And that's what we're working on. Check out our roadmap and share your feedback, either on the forums or in a review.
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