Stop by to watch me stream Way of Rhea, and talk puzzle design!
Way of Rhea is a puzzle adventure with hard puzzles, but forgiving mechanics. Solve mind bending color puzzles, unlock new areas of a vibrant hub world, chat with townsfolk, and undo any mistake with the press of a button.
Hello, everyone! Rice here again! and today i'll be discussing what i want to do with the game in the future and at least change a few things.
First- I want to change the difficulty in the main Mannie story mode system. Basically i want it to be difficult for each five minutes that passes by. To give the player a little bit more of a challenge. I think I know how i'm going to do it so just until then and you'll see. Also I don't know if this change will be a good fit for the game, so i hope people will like it since i'm probably not going to change it and I feel like this needs to be in the game in order to complete it.
Second- I think I'm not going to add the voice line in the game that i previously stated in my last updated announcement (Realease) where I was going to add a voice character for each time that you "die" in the game, the voice will tell you specifically what you have to do in order to progress, buuuut I think i'm not going to add this 'cause i want the game to be more diverse and I want the player to discover on what they have to do in order to progress rather than just giving them the answer. (...Plus, i don't add something to the game, unless it makes sense to the story...)
Third - I will also be adding the "Mannie Mayhem" mode to the game as well in order for the final completion since this will probably be the final content update for the game. and also I want to get started on the next thing, but i can't do that until I feel like this one is just right. since it's my first REAL game I wanna make sure that it can be the best it can be.
Also I would like to apologize to the major bugs that happen in the game that was probably making it unplayable. I am deeply sorry that this happened to you guys and if it was cause any major issues to the game itself.
As always thank you for reading this small update about the game, and thank you for a moment of your time. (Also updates might be coming in a week or 2, so get ready!)
In addition, improvements and fixes have been made to the game code. In particular, you can now use a controller to play the game.
Unfortunately, for technical reasons, we had to change the location of the game results database file, which caused the local game statistics to be reset.
Don't worry about the results in the Steam leaderboard, it will remain intact, it's only about local statistics.
You can manually move the file C:\Program Files (x86)\Steam\steamapps\common\Ive_Seen_Everything\stats.db in C:\Users\<username>\AppData\Roaming\seen-everything\stats.db, if you want to keep it, otherwise this file will be recreated.
We have just released a new update for ChilloutVR on the stable branch.
ChilloutVR 2022r165
The next game update will include the engine switch to Unity 2021.3. Due to the huge amount of changes needed, the next stable update will take significantly longer.
The Gamekit We added the GameKit to the game. this first implementation aims to give creators the tools to create minigames in ChilloutVR. At the moment the following components are supported in-game:
GameInstanceController: This component allows the definition of teams and the overall game flow. Teams can have player limits and balanced team joins can be enabled. The system also has a ready-up system, so players can ready up after joining and the game will start once everyone is ready or a configurable timer runs out. The game can be split into rounds and played until a certain team won a number of rounds. You have access to a big number of events to customize your game experience. You can also decide if you want to have manual score management or if the server should manage the score via the combat system
CombatSystem: The combat system allows you to define the health pool of the player and the respawn behavior. The player can have up to 3 health pools, health, armor, and shield. Those are just internal names, you can use them how you see fit
Damage: This component can deal damage to the player either directly or as damage over time. You can also define how each health pool is affected.
GunController: This component allows you to set up guns easier by providing functionalities like shooting modes, ammo management, and reload mechanics. Shots are also Synced over the network separately to allow for more accuracy
ObjectHealth: This allows you to give a health pool to an object, similar to the player health pool
ScoreBoardController: This allows you to display team members, team score, game state, and game timers using Unity UI Text elements
New Movement System We have completely reworked the movement System. The new movement system aims to give a smoother feel to the locomotion and allows us to make more extensions in the future. The most meaningful changes are as follows:
The Movement Framerate is now independent of the physics tick
The System still uses a two-way physics interactions, meaning you can push objects and be pushed by objects and particle systems
The Force that is applied to the player is limited before the get applied to eliminate the issue of getting catapulted too far away by certain particle systems
Movement parenting is now available using the CVRMovementParent component. You just simply add this component to an object with a collider and the player will be moved and rotated on the y axis together with the object
Ingame Search You can now access the search in-game. You can use the search to find users, public avatars, public props, and public worlds, but also your own and shared content. Currently, the results are limited to 30 entries per category. This will change with the implementation of the new main UI later down the road.
General Changes
The CVRMaterialDriver now also reacts to changes from non-animation sources
Added CVRGlobalMaterialPropertyUpdater to the prop whitelist
Independent Head turn now also return the vertical axis
Pickup Objects are now respawned when they fall out of the map
Added an option to ignore minimum character collider size. This could lead to falling through small gaps with smaller avatars
We greyed out all buttons without function in the current main menu in order to reduce confusion for new players
Pickup Objects now also reset their main collider state when getting respawned by height
The main menu can now be used with the mouse like the quick menu
Pickup AutoHold is now working in-game. You can drop such objects on Desktop by pressing G and in VR by holding the right grip button and pulling your right stick back
Interactables with custom triggers will not be executed when the GameObject is disabled
The Interactionray will no longer be blocked by players, when no menu is open
World Objects and Props now have their movement synced with 20Hz instead of 10Hz
Video Player Changes
Added a setting for maximum resolution allowed for youtube videos
Added a setting to disable the video stream for youtube videos
Added a launch parameter (--disable-videoplayers) to disable video players throughout the game
Bugfixes
Fixed a bug where CVRTexturePropertyParser could lose its global reference when changing world