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Digital Precept ®

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A member registered Sep 24, 2016 · View creator page →

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Recent community posts

>Enemies Run Inside you
We actually just fixed that a week ago.  I think it made it into the latest build.  Fun story on what happened there, the AI has two modes of movement:  waypoint mode & fight mode.  In both modes, we feed it a position and the AI decides how to get there.  Waypoint mode is obviously just "walk straight to that point and await further commands"  where as combat mode  "Calculate strike distance. Use sidestepping maneuvers as necessary. Keep guard up."  Guess which mode the AI got set to accidentally?  

>Teleporting strikes

This is a mixed bag.  It was an accidental feature at first of having a "power strike" where the speed impact of the hit took the quickstep into the math.  We fixed it one time so that didn't happen. But then at our next public demo, a lot of the repeat players mentioned they missed it. We're still debating on whether to leave it in or not. One of our ideas of making it a "close line" maneuver where it doesn't damage the enemy, but flips them or throws them back.  

>Enemy neck glitches

It's on the TO DO list, but since it isn't negatively impacting game play, it might be a while before we get to it. 

> Teleporting/Dashing

This is one we keep going back and forth on.    In previous builds, we had multiple teleport spots all around the arena so you could pseduo freely move around.  Some liked it, some didn't. Some got confused by  it. Thanks for the suggestion to check out Aeon. We'll look into to see what ideas we can borrow.    We've done a lot of public demos gaming expos, I think we've had over 500 random people try it .  The general consensus is that for a brawler, people preferred dash based teleportation instead of instant teleportation, and for a brawler, they preferred head based dashing instead of controller based.   So our next point of R&D is to see how we can implement more dynamic locomotion while sticking with those control constraints.


Thanks again for the feedback! It means a lot to us. We're a small, 5 person team. So feedback from experienced VR players is invaluable to us. Majority of people at expos are new to VR so they can tell us what they liked and didn't like, but they don't have enough experience to enunciate their suggestions.

Do you have a green screen setup for your recording?  We've been wanting an excuse to implement mixed reality capture for our game, so if you have a green screen setup and are intested, it's something we can implement sooner rather than later.

Yes you can, there are no restrictions on streaming or recording.

FYI, there is a new dojo in development.

Hey guys, 

No update this week.  We're taking a small break to participate in the Global Game Jam with the Memphis Game Developers community this weekend.

What we're working for next weekend:

-Oculus Native SDK

-AI (no promises tho)    The issue with the AI is we don't want "bystander" enemies to walk through the player. However we're running into hiccups in getting the NavMesh to only allow *certain*  ai to walk near the player and not others.  (i.e. Combatants can walk into the fight zone, but not enemies).  THe reason why this is tricky is that we have a dynamic zone (i.e. the player)  and at this time, there isn't an out of the box solution for that with Unity.  

Let us know if you run into bugs or get stuck.  We ran into some weird instances at PAX:South2018 where on repeated playthroughs occasionally  some warp points wouldn't appear.  (Like 1 out 6 players would encounter it.)  I'm trying to suss that one out today.   Also on the docket for a patch this weekend are some updates to the AI.  

Literally just posted an update!

What's new

  • Brand new basement arcade area
  • Calibrator for punch distance
  • New Enemy AI
  • Enhanced Enemy models
  • New Arm Models
  • New Music
  • Streamlined Tutorial
  • Completely new Subway Level

Also, super sorry for the radio silence.  We've been hard at work on it.  We're a small team and life took its toll on us and unfortunately that meant going us going dark in our communications.  

You have my sincerest apologies.

-Jonathan

Thanks for the idea! It's certainly something worth looking into, but you are absolutely correct on the matter:  after release. 

Right now attacks are all physics based so we can rely on the player to punch, judo chop, double hammer throw, etc  to deal damage. But for a non VR version, we'd have to create a whole new fighting system to keep it interesting.

Changelist
  • Added Voice Actor for Paper bag sensei, who now narrates the tutorial
  • Reimplemented humans for the first half of the level
  • Added loading screen for in between levels
Known Problems:
  • humans don't recoil from punches consistently
  • humans don't look at the player.
  • punch lines are ridiculous long
  • Spectator timer doesn't restart after player loses a life.
  • voice over audio needs to be cleaned up. (Mic problems when we recorded it. Hoping to get the VA back into recording soon)
  • Broke the version number. We're going to replace this anyway in the next update with a MonthYear format
Thanks again for playing guys. Please post here if you find any problems we didn't catch!

Hello everyone. Got a small update going out tonight. We're heading off to VRLA this weekend and wanted to give you guys a small peak at what we're working on.

V 0.12

New Stuff:

  • Added Sandbox to test new weapons with.
  • Arcade controls can be interacted with to select level.
  • Created "Back Alley" tutorial area
  • Optimized sound placement
  • Optimized model caching on screen.
  • Added knife weapon
  • Added Baseball Bat weapon
  • Added Hurricane Shuriken
  • Removed Humans in the subway level for now. (We've been working heavily with Morph3D and their brand new engine dropped for creating characters. We're still updating our code for it.)
Known Bugs:
  • Hurricane Shurikens don't work half the time.
  • When impaling an enemy with a shattered bat, the bat is farther away than it should be
  • Occasionally weapons fall through the floor.

Expect another update next week fixing these bugs and adding more features!

Not a foolish question at all! If you have the itch.io app it will auto update. We haven't pushed a new update yet. The plan is to get the shuriken implemented as well as the new tutorial level before we push an update to you guys. We'll post about it in the change log. In retrospect I see how "Updates" looks like it has already been released. I'll change it to "Upcoming". Sorry for the confusion! We'll also email you when the new version is posted.

(1 edit)

Hey guys! So here's an update on what we have cooking right now:

  • We're adding an Alley level before the Subway to act as the tutorial. We weren't satisfied with the current training level (the dojo) as it doesn't flow with the Level 1 (Subway). So we're going to make a Level 0 tutorial that is themed as Alley ways leading to the subway. We're also changing the tutorial to emphasize the Shadowstep ability more as a lot of players at PAX would forget about it. (It's only mentioned once in the old tutorial)
  • The Training Dojo is being turned into a sandbox area with enemy spawners and weapons. Why? Because we wanted a way to experiment with features an enemies without having to tweak levels all the time. Also, we used to have an unlimited brawl mode and we want to bring that back in the sandbox.
  • Baseball bats are working! People asked for them, we made them and added it in! Weapons act like limited use power ups. You can use them a few times and they'll insta-kill enemies. The baseball bat shatters on the first enemy it kills, which allows you to shank a second enemy with it.
  • Working on some hurricane shurikens. We currently have knives in the game, and you can throw them, but throwing weapons in VR always feels off to us. (I've tried a handful of games with throwing knives, I've yet to find one that feels good to me. ) With the hurricane shurikens, you throw it like normal, and if it detects an enemy within range, the blades sling out and it homes in on them. You'll still need to aim of course, but you don't need to be perfect.

Once the alleyway tutorial is done, we'll push out the update to you guys for feedback. It should also include the sandbox with weapons.

-Jonathan