We have made the following updates ・Fixed a problem that the player can crouch after pressing the C key once instead of holding down the C key. ・Fixed a problem that enemy attacks do not hit while crouching. ・Significant changes to the UI and font of the pause menu and inventory. ・Fixed a problem with the mouse cursor being displayed during the game. ・Replaced some game objects. ・Fixed language settings to be automatically set according to the language of the OS being used.
I just uploaded a new video on my YouTube Channel, where I talk about the latest development news, also including some footage of the current build. Check it out if you want.
Now, during the game, depending on your decisions or actions, you will have access to certain achievements, let's see who can collect all ____________ Добавлены достижения Теперь, во время прохождения игры, в зависимости от ваших решений или действий, вам будут доступны определенные достижения, давайте посмотрим кто сможет собрать все.
63 days have gone since the last release of Zephyrus Prelude... and here VR 🙂 again fresh, crispy features new content elements and more fun... thanks to our talented developer team. We have all put in a lot of blood, sweat, and tears but the result is definitely high class. We are pleased to announce the latest improvements! For more insider tip click to our Dev Diary on DISCORD Whats new?
Support Valve Index headset
New hand gestures and hand collision with the environment
Volumetric environment audios on Quest 2 and Pc build
Tunok voices in the tutorial
Fixes:
The inGame menu was not working during the dwarf curse
Performance issues on Quest platform in case of multiplayer sessions
Known issues:
Q1 shadow does not follow the player's head properly
Let's talk about the new enemy type that I've been working on recently - the rats that actually explode.
The idea was to introduce a suicidal enemy type to the game. You know, to spice things up a bit, force the player to change their strategy.
Technically, the challenge did not appear tough - I simply had to make sure that the enemy can perform an AOE attack, which destroys them in the process. However, the enemy was also supposed to explode after being killed by the player.
Here are the early prototyping gifs (I was using a regular rat model, colored red):
And then of course, chain reactions should be possible:
Stuff worked correctly. Well, most of the time:
In the end though, I made it work:
The next step was to add graphics. My main pixel artist did a great job at creating the explosive-packed rat model.
Here are some final gifs. Enjoy!
That's all for this entry. Have a great day! Don't forget about the Discord channel!