After over two long weeks a new version of the game is out
キタキタキタキタ━━━(゚∀゚≡(゚∀゚≡゚∀゚)≡゚∀゚)━━━━!!
Additions & Changes
Added loading screens between levels.
The amount of weapon recoil is now dependent on difficulty level to help with aiming. Tin Can has no recoil.
The game overall has been optimized and can now reach around 90 FPS in VR. The minimum specs needed for the game without a headset are now lowered but at the moment we have no idea what those are ┐(´∀`)┌
4 graphics quality presets were added to make adjusting things a lot simpler.
The BGM no longer fades out when you’re dying. The dark filter is a lot lighter now so you can actually see what’s killing you.
The distance at which Energy Scabs can be created at now depends on difficulty level. On easier difficult levels, shooting objects far in the background won’t create Energy Scabs anymore. On the highest difficulty level, anything you shoot, even if it’s down the map, will create a scab.
Added a short grace period after destroying an Energy Scab or enemy before another Energy Scab can be created. The lower the the difficult level, the more you can spam safely.
Energy scabs were overall updated to be more forgiving on easier difficulty levels.
Energy Scab spawning animation was updated.
Tutorial was updated.
Renamed Burst guns to Surge.
Fixes
Fixed arrow key movement ignoring diagonal movement.
Fixed the camera tilting once the game starts.
The cross-hair resolution stays high now even if the texture quality is lowered.
Fixed more powerful energy scabs spawning in lower difficulty levels.
Updated the game to a more stable version of Unity3D in an attempt to get rid of crashing.
Fixed shooting not working at all when using a left handed setup with the Vive.
Fixed randomly spawned enemies waiting until previous enemies were delayed.
A bunch of other smaller bugs.
Planning on releasing another update in around a week with some updates such as making the Charge gun less lame Σd(゚∀゚d).
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