New Build, Who dis?
Small name change. Laying the groundwork for maybe a few graphical updates to come!
Small name change. Laying the groundwork for maybe a few graphical updates to come!

Small name change. Laying the groundwork for maybe a few graphical updates to come!
Small name change. Laying the groundwork for maybe a few graphical updates to come!
What's New? A new level for the ball. It's a pinball game with a score, three lives and currently two waves of enemies: Zombies and Golems. Your spells are replaced by the flippers. The speed is a bit disorienting, but it isn't nauseating like you'd expect. At least for me. You c

A new level for the ball. It's a pinball game with a score, three lives and currently two waves of enemies: Zombies and Golems. Your spells are replaced by the flippers. The speed is a bit disorienting, but it isn't nauseating like you'd expect. At least for me.
You can also trigger the flippers with the arrow keys.

More waves of enemies for the pinball game. Maybe turtles.
What's New? I've added a new time trial. This one is not only friendlier to the dismounted and ball movement options, but it was also designed to be run in the hamster ball. The giant turning gear at the end would be awkward to try as the dragon, though not impossible. Fixed titl

I've added a new time trial. This one is not only friendlier to the dismounted and ball movement options, but it was also designed to be run in the hamster ball. The giant turning gear at the end would be awkward to try as the dragon, though not impossible.
I dunno. I might put the hamster ball into a pinball machine. Or a pachinko? That'll be fun, right?
What's New? Time trial mode added to the side missions list! Go through all the target points as quickly as you can. Comes with a new music track for going fast. This one's a shorter one, should take around 40 seconds to run through. What's Next? I think I'll make one or two more

Time trial mode added to the side missions list! Go through all the target points as quickly as you can. Comes with a new music track for going fast. This one's a shorter one, should take around 40 seconds to run through.
I think I'll make one or two more time trials. One that you can run while dismounted or in a hamster ball.
What's New? Pain! Things make sounds when hurt now, at least. Everything, including yourself. Not just 'living' things, but also the balloons and spawners. Hopefully this way, it should be easier to figure out if you're actually accomplishing anything, or if you're in trouble now

Pain! Things make sounds when hurt now, at least. Everything, including yourself. Not just 'living' things, but also the balloons and spawners. Hopefully this way, it should be easier to figure out if you're actually accomplishing anything, or if you're in trouble now.
Phylactery Defense: Fixed a bug where the phylactery was invincible.
Tune the sound volumes, ranges and such. Maybe make them more unique between units.
What's new? The four tutorial videos have been reworked to use new footage, instead of stuff from where the old footage, where the textures were MS Paint (if they existed) and the enemies were weird Gumby-esque white clay men. Smaller things: I rearranged the emergency spells to

The four tutorial videos have been reworked to use new footage, instead of stuff from where the old footage, where the textures were MS Paint (if they existed) and the enemies were weird Gumby-esque white clay men.

Smaller things:
I think I might be making a new level to race through the level. A time-attack of sorts. It'll be fun.
Aside from that, it's time to make fore more responsive sounds! It's not always obvious if you've dealt damage to someone or have been dealt damage. I want to give some audio feedback to that kind of thing.
Look at that trailer. Finally finished that sucker. Look how far we've come from the first trailers. From here, there's basically just replacing the tutorials, maybe working in a few extra voicelines to explain the goals of a few levels between me and my calling this game 'done'.
Look at that trailer. Finally finished that sucker. Look how far we've come from the first trailers.
From here, there's basically just replacing the tutorials, maybe working in a few extra voicelines to explain the goals of a few levels between me and my calling this game 'done'.
I'm still planning on adding a few extra levels after release. They just won't be tied into the vague storyline of powerful egotists that we've got, though. Just some things to entertain you for a while after you've exhausted the main levels.
What's New? The have been improvements to the quality options! The fog now disappears for lower tiers, and the fog in general has been tuned down to be a bit easier on your cards. The max option layers the fog more interestingly in the sky levels. Level select! Bugfix: Tutorials
The have been improvements to the quality options! The fog now disappears for lower tiers, and the fog in general has been tuned down to be a bit easier on your cards. The max option layers the fog more interestingly in the sky levels.
Level select!
Message Delivery: Brightened the level... again.
General:
Phylactery defense: Fix for golem using the wrong pathfinding mesh (No longer walks into a wall and gets stuck).
What's New? Bringing in changes that I think were lost with my hard drive in (see two posts ago!) Touched up some lighting and textures and post-processing specifically in the message delivery level. Trying to make the buttons in the intro section a little better. Fixed George no
Bringing in changes that I think were lost with my hard drive in (see two posts ago!)
More small changes as I play through to capture more gameplay footage. Still picking out blooper audio.
What's New? There's a new side level. It's a sound test! Listen to all the voicelines. Also, as a side-effect, a bit of refactoring to make it easier for me to add and rearrange options in level select. What's Next? I think I'll pick out some bloopers I've got to put into the voi

There's a new side level. It's a sound test! Listen to all the voicelines. Also, as a side-effect, a bit of refactoring to make it easier for me to add and rearrange options in level select.
I think I'll pick out some bloopers I've got to put into the voicelines!
Gotta collect new footage for the trailer, too.
What's New? So! Been a bit since I've had an update. Life's happened a bit. Went away for a conference for work, had my computer broken into and ransomwared. But it's okay, because I had backups and remote storage! Just had to redo all the changes work after August 5th. Soapbox t

So! Been a bit since I've had an update. Life's happened a bit. Went away for a conference for work, had my computer broken into and ransomwared. But it's okay, because I had backups and remote storage! Just had to redo all the changes work after August 5th.
Soapbox time! Always have backups. RAID isn't a backup. A duplicate on your drive isn't a backup. 3 separate copies, on 2 different types of storage media, with at least 1 of them stored offsite.
While I was redoing stuff, I changed the Luncheon Defense level to use fragments of the golem as obstacles instead of just stacks of pillars.
Oh, you might have noticed that the store page has changed from "WyVRn" to "WyVRn: Dragon Flight VR". This is so we actually show up in search results for Dragon and VR. Get us in front of more eyeballs, you know?
The files for the trailer footage were too big to maintain constant backups of, so I lost all of those. Back to collecting footage I guess!
P.S. Steam's changed the announcement posting system, sorry if this sends you some weird notification or looks to be the wrong place to put patch notes.
Airship: has a new camera angle focused on the airship. Airship: Fixed the collider code so the pieces that fall away don't fall through the airship or spin weirdly. Balanced the double Air Spell to launch less dramatically high. Tweaked the stun code so that enemies who happen t
Been finding a lot of quick things to fix/touch up this week it seems. My fix for the ground-tracking introduced another glitch where you would slide off the golem as it moved. I've fixed that. I've also rearranged the level select objects to look nicer. Tweaked some pathfinding.

Been finding a lot of quick things to fix/touch up this week it seems.
My fix for the ground-tracking introduced another glitch where you would slide off the golem as it moved. I've fixed that.
I've also rearranged the level select objects to look nicer.
Tweaked some pathfinding. Nothing noticeable should change, hopefully.
What's New? I redid some of the 'ride height' settings (the code that sticks you to the wall or lowers you onto the floor or whatever you're walking on) because after the changes in my foot IK patch, you were sinking through some stuff you were trying to climb onto, or getting bo

I redid some of the 'ride height' settings (the code that sticks you to the wall or lowers you onto the floor or whatever you're walking on) because after the changes in my foot IK patch, you were sinking through some stuff you were trying to climb onto, or getting bounced back by it. It should feel better, and also you aren't going to be sitting with your head straight up lower than the people that you're fighting.
While I was in there, I also added a few pillars and such to the Luncheon Defense level. They needed something to make the terrain more interesting for things like the other locomotion options, and now some of the pillars mark out the paths the enemies take.
Fixed a problem where parts of the harness disappeared in the IK update.
Fixed a problem from last patch where the dragon breath was colliding with the dragon's own face.
More footage capturing, more balance tweaks. You get the drill now.
No fancy picture for this one, sorry! What's New? I've rebalanced casting speeds across Wild, Encircled, and Cloned magic. Now, Wild and Encircled magic should be as fast as Cloned Magic can be. The Air + Iron spell is now a bit speedier. Fixed the instance of George the Wyvern i
No fancy picture for this one, sorry!
I've rebalanced casting speeds across Wild, Encircled, and Cloned magic. Now, Wild and Encircled magic should be as fast as Cloned Magic can be.
The Air + Iron spell is now a bit speedier.
Fixed the instance of George the Wyvern in the level select room.
The Ice spells shouldn't spin out as oddly now.
Fixed issue where the 'boss' of the Message Delivery Level would not point his musket and shield in the correct direction.
Touched up dragon breath so there aren't large, obvious gaps between colliders.
Fix for the default Oculus Touch controls to get the grab button to work properly.
I dunno. More recording! More balancing out of spell effectiveness!
What's New? Foot IK while 'walking'! To cut a lengthy explanation short, George no longer hoverhands the ground like this: Instead, he'll hug rounded objects and corners properly like in the top pic in this post. He might still put his arms through walls if you run up next to one

Foot IK while 'walking'! To cut a lengthy explanation short, George no longer hoverhands the ground like this:

Instead, he'll hug rounded objects and corners properly like in the top pic in this post. He might still put his arms through walls if you run up next to one though.
There are also a few more pillars in the practice arena to climb on.
I dunno. More balance tweaks.Maybe I'll adjust the IK so that George doesn't have his hand go through walls, and not just so that it matches floors.
What's New? We're having balls: Canon balls, and hamster balls. The Delivery level got changed up visually. It's got a few more moving parts and accessories, namely some cannons on the ramparts. It also looks a little more in line with the other levels, aesthetically. Less... yel

We're having balls: Canon balls, and hamster balls.
The Delivery level got changed up visually. It's got a few more moving parts and accessories, namely some cannons on the ramparts. It also looks a little more in line with the other levels, aesthetically. Less... yellow.
Things relating to the hamster ball!
More details to fill out the game! Maybe a rebalance for drawing speeds, as clone magic is much easier to get up to useful speeds than wild magic or encircled magic. Some things die too fast to AOE magic too, (like the tortoise, for example).
I'll have to stop putting off newer versions of the tutorials eventually, right?
What's New? Got rid of the cape while on the dragon. It was misbehaving. Also added another bit of dialogue to the Phylactery Defense level. The Marionette level now has walls, a ceiling, and textures. Eased up on gesture recognition. Now you don't have to get it quite so close t

Got rid of the cape while on the dragon. It was misbehaving.
Also added another bit of dialogue to the Phylactery Defense level.
The Marionette level now has walls, a ceiling, and textures.
Eased up on gesture recognition. Now you don't have to get it quite so close to perfect for it to count.
Moved the spawn circles in the Tortoise Takedown level so they're attached to the shield ships.
Bug fixes!
More bug fixes. Audio tweaks/additions.
I'm thinking of adding more side-missions that are part of the core gameplay, rather than just random experiments.
What's New? While the support for Valve Index Controllers has been in for a while before their release, the hands themselves have been stationary. Now the fingers should move around in response to your own fingers! Fancy. Aside from that, there've been a few adjustments to gamepl
While the support for Valve Index Controllers has been in for a while before their release, the hands themselves have been stationary. Now the fingers should move around in response to your own fingers! Fancy.
Aside from that, there've been a few adjustments to gameplay and a few bugfixes.
Adjustments:
Fixes (there's lots of them):
Told you there were a lot of them.
More bugfixes and game balance adjustments as I go through everything to get more footage for the final trailer and the final versions of the tutorial video. I might loosen up a bit on how accurate you need to be for drawing the magic symbols.
Eventually, that new tutorial video set will be ready to go, too!
There's still some other dialogue for the phylactery defense level and other places that needs to be put in the game, but the framework of the story is all there now.
I might add some of the fog and cloud effects back in under a system that's a bit smarter about quality settings and such.
What's New? Touched up George's face a bit. Now he has a bit more of a defined snout, and nostril flaps, instead of having basically a deep dish pizza slice. Bug fixes: Grabbing spells should work again, and match your settings (Toggle grab vs hold grab), instead of flickering be

Touched up George's face a bit. Now he has a bit more of a defined snout, and nostril flaps, instead of having basically a deep dish pizza slice.
Bug fixes:
Just playing through the whole game a couple times, piecing together footage for tutorials and trailer. I'll probably find a few bugs along the way! Yeah.