Just a quick info on a small bug that you might be experiencing that we are currently hot-fixing. While we have tested our servers capacity before the launch and everything worked great – there is one small bug that showed up and might be unfortunately quite annoying.
Displaying multiplayer games / ranking can go on and off, due to so many servers being created – which in turn might make it hard to join a game of your choosing. While this is just a simple display glitch – it might be quite annoying and we are really, really sorry for that happening!
As we speak, our brave dev team (even it is night in Poland) is working for a hot-fix that will deal with this problem ASAP. We hope that within next few hours we will release quick-patch. Worst case scenario, solution will be tomorrow.
Please accept our deepest apologies if this problem affect you – obviously this should not happened. Also – there are few reports of other bugs / problems – we are looking at them as well and will be fixing everything as well (non-critical bugs might take few days more).
Hyperwheel Overdrive v0.12.0 has taken us quite awhile to get out, but the wait is worth it. This update sets the foundation for the future of Hyperwheel Overdrive on the latest Unity LTS version. We have to do some reworking to get it working for Unity's new XR system, and with that means many big optimizations including the move from single pass to single pass instanced rendering (stereo instancing). There are bunch of other technical improvements under the hood, but rather than bore you with the details, we'll just tell you the highlights, and then include the full changelog item list as always.
Voice Chat Upgraded to Spatial Audio
The voice chat system was hit-and-miss and more often than not during testing evenings, we had to rely on Discord anyway. We've updated the voice chat system and worked through the bugs we were experiencing and now we're left with something that is reliable and sounds pretty great. You can enable or disable voice chat easily, mute yourself, or mute any other player. And in the process of fixing things, we revisited spatial audio. Initially, we tried it, but when a player was 2 kilometers away from another player, they couldn't hear them. It has been reworked to give us the best of both worlds: if a player is more than 100 meters away from another player, their audio source is placed in the direction of the player, but only at that 100 meter max. So there is some volume tapering off by distance, but only to a point. Works pretty slick! We knew the voice chat would have to be fixed up to realize our vision of a great cross-platform play multiplayer experience; Meta AppLab release for Quest 2 isn't far off!
Upgraded SteamVR Input
We had some issues with the old implementation. We were using the SteamVR legacy inputs, and the defaults were a bad setup. This has been upgraded and fixed up and we include default profiles for Oculus Touch, Valve Index, and HTC Vive controllers.
Smoother Driving
While there are indeed a ton of comfort settings to help make Hyperwheel Overdrive accessible to any VR player (full artificial rotation locking, etc.), we also wanted to ensure the car experience became not much rougher than the smooth driving offered by the boat. The result is a more rigid suspension system when dealing with inclines (ramps, quarterpipes, & hills) and a suspension system better capable of damping bounce from landings. Lastly, the tires stick a little better to the ground, especially terrain.
Improved UI
We updated the "Races & Challenges" menu panel to include unlocking conditions for all locked events, and also to show any trophies on the page. When items are selected, the gold, silver, and bronze trophy times are now shown as well. This should make it easier for players to understand progression. There's lots of content to unlock!
Power-up Interaction System Reworked
We squashed many bugs, and a there a number of them that had to do with power-ups and projectiles. The power-up hand interaction system has been reworked to be far more reliable as well as prevent unintended uses of power-ups.
“It's a heap, but give me a couple of weeks and it'll look like a streamlined butterfly...”
We also improved performance in a bunch of different ways. The game runs far more efficiently than it used to, and we already had done a lot to speed things up with v0.11.11. We added object pooling for plane wings, grenades, and rockets, and figured out where we could shut things down that didn't need to be running in the background. Because we've focused quite a bit on getting our Meta Quest 2 builds up to par, performance optimization has been a big focus.
Content?
Yes, of course we have worked on content updates (in addition to the Volcanica stage changes outlined in the changelog below). But it's all being kept in a locked box for now. The v0.12.0 update represents, to us, a modernization of Hyperwheel's software. It took us a long time to get things where it needed to be to move forward. But the stage is now set for a healthy dose of content updates to arrive throughout the v0.12.x series. What will the new content be? New stages? Match types? Hamster ball vehicles? We're not ready to talk about it!
The Bright Future
Obviously, we will be dropping the Early Access label pretty soon. Hyperwheel Overdrive has matured over the last couple years and is ready to live up to the vision. And if our action-packed, unique VR game is well-received in upcoming platform releases, we imagine other options for expanding the game to new players. The description in our initial Early Access launch mentioned flat PC game support, but development requirements main that part unmaintainable at the time, and so we dropped it to focus on other things. We would love to get back to letting flat gamers play alongside their VR gamer friends (with no hand interactivity of course; just a forward-mounted gun). We also think the PS VR2 controllers would be great for Hyperwheel. So we're already dreaming of the future. But for now, here's the full changelog of v0.12.0:
Changelog
v0.12.0 (Build 548): May 31, 2022
upgraded from Unity 2019.4 to 2021.3
upgraded to new Unity XR system
upgraded to new Unity input system
upgraded rendering from Single Pass to Single Pass Instanced (big performance gains)
upgraded voice chat system to latest version & added positional audio
upgraded various other packages to latest versions
upgraded SteamVR and re-implemented SteamVR input for OpenVR
Hi everyone! Here's a roundtable discussion covering ESBC's journey so far, gameplay feedback, early access, and plenty more. Featuring Creative Director Ash Habib, Global Communications Director Will Kinsler, Commentator and VP of Acquisitions Todd Grisham, and IBF Flyweight Champion Sunny Edwards 🥊
Hello there, seems like events don't stop right now!
Exophobia is again this year part of DreamHack Beyond, with an excellent showcase of indie games for you to try! I ended up uploading a new demo version recently, since I thought I had uploaded one way before but it was not working (what a fail!). It just has some small fixes compared to the previous one. If you already tried the demo, why not join the Zarc Attack Discord and hype about the game there?
Ready for a Summer Jam? Get your summer fit ready because it’s about to get hot in here! This month’s sub box theme is Summer Showdown Festival! This box packs all the gear you’ll need for those summer raves. Catch the ‘Summer Showdown Festival’ Promo Video Below: https://youtu.be/oVtGxJNpRd0
New Moderation Features: Our new Privacy Bubble feature allows players to feel safe and comfortable upon spawning in a lobby where they may encounter a disruptive player. This feature ensures that players always have their personal safe space without any intrusions.
You’ve seen our mute function. Now we have the ‘Mute All’ feature right under your wrists allowing you to escape all the noise at your leisure.
New Features - Summer Showdown Festival Sub Box - New lobby privacy bubble + mute all button - Game Rating System re-enabled
Bug Fixes - Fixed quick seat not working properly and putting you back into the lobby - Fixed an instance of grey cardbacks - Player's own props will no longer disappear at far distances - Players can now register for MTTs from the Casino One Slots Room - Fixed an issue with Quest Voice Commands breaking on Roulette - Fixed an instance of tutorial breaking when pushing all-in - Various minor functionality changes - Various props/apparel visual fixes
Dear Taboreans, we have more exciting offers for you in the shop this month. This time it’s a whole selection of cool customization items for your heroes and homes!
Why not get your paws on Blue Aodai costume parts, the Steel Jaw Rhino Mount (Permanent), the Phantom Ferret Mount (Permanent), a Little Goat of War Pet Egg (Permanent) or the Statue of Sirloth (Big) ?
You’ll find these offers and many more in the item shop from 1st June 2022 (midnight) until 30th June 2022 (11:59 PM CEST)..
* initialize slightly larger area of SRAM, for this guy who's trying to make phys carts (wasn't needed) * at 50 mio points, no longer slightly speedup (still turn off piece preview) * delay multiplier during chaining turned down from 120 to 40
Hello Engineers! This is the promised development log, in which we assume and possibly what we have managed to do since the beginning of the development of PixPhys BETA (development began on April 8) and what our plans are. Also at the end of the post, you must apply for participation in closed beta testing.
I would like to note that we have finished making the main "skeleton" of the game, and at present we are filling it with game content: we are restoring the game content of the upgraded version and developing new gameplay features.
Editors
We're especially focusing on editors, as they're the main places where you'll spend your time designing insane devices.
Transport editor
The appearance of the transport editor now looks like this: And Toybox has been completely redesigned: At the moment, there are 77 different characteristics in the game, which are divided into several categories: aerodynamics, decorative, displays, explosives, lighting, fluids, propulsion, mechanics, sensors.
The toolbar has been improved:
Socket Editor
As you know from the publication that was published earlier, the logic system has turned into a socket editor. In the socket editor, you can find two types of nodes:
Dependent
Independent
Dependent nodes are those nodes that belong to the created prop in the transport editor. Independent, respectively, are those nodes that do not belong to props, they can be created through a special menu of a special node. At the moment, there are over fifty unique nodes in the game. Most of them were added according to your wishes. Full list of independent nodes:
Press (mathematics)
Add (Math)
Add (Vector)
AND (logic)
Angle (Vector)
In (String)
Character (String)
Clamp (Math)
Clock Generator (Utils)
Concat (string)
Contains (string)
Counter (Utils)
Delay (Utils)
Delta (mathematics)
Distance (vector)
Divide (Math)
Divide (Vector)
Point (Vector)
Ends with (String)
Equals (Comparison)
Equals (Vector)
Equals (string)
Extender (Utils)
Function (x, y, z) (Math)
Greater Than (Comparison)
Length (string)
Lerp (mathematics)
Lerp (Vector)
Less (Comparison)
Value (vector)
Multiplication (mathematics)
Multiplication (vector)
Negative (Math)
Normalized (vector)
NOT (logic)
OR (logic)
Analysis (string)
Perpendicular (vector)
Strength (mathematics)
Pulse (Utilities)
Randomizer (Utilities)
Reading (Composite)
Reflection (Vector)
Replace(String)
Root (mathematics)
Round (Math)
Divide (Vector)
Sqr value (vector)
Starts with (String)
Subtraction (mathematics)
Subtract (vector)
Switch block (Utils)
Threshold (Comparison)
To string (String)
Toggle (Utilities)
Vector (Vector)
Write (Composite)
XOR (logic)
You can also choose 4 styles for displaying links for the editor in a running game: 1. Basic: 2. Axis: 3. Linear: 4. Curved:
Fuel system
Now, in order to start the engine, you will probably need its fuel. In the screenshot above, you can see the fuel tanks that connect to the rocket engine through a separator to connect these 3 components to each other, which are routed by themselves, using solid collision joints.
Temperature
The temperature system has been introduced into the game. Now objects are warmed up from phenomena with emissions and energy emissions.
Some materials may ignite due to high temperatures:
Weather conditions
In the new version, we decided to work out the liveliness of the world. The first step was to add the weather. Now, in addition to changing the time of day, the weather cycle is changing, which includes precipitation and nebula.
Testing
At the moment, there is a version for closed testing for performance. But we would like to improve the efficiency of this process by recruiting testers, so we are recruiting! To enter, you need to make an interesting build in PixPhys that showcases your skills and complete the survey.
We went through our Hideout Showcase forum again to highlight some of your amazing hideout designs with the rest of the community! Some of the hideouts featured make use of the new Timekeeper's and Ghost-lit Graveyard Hideouts, both exclusive to the Sentinel Supporter Packs! If you're looking for a new Hideout or need some inspiration for your next one, check them out in the showcase below!
Here's a list of the hideouts featured in the video (.hideout files are available for download in corresponding forum threads):