WyVRn: Dragon Flight VR

Studio Asterism

Released
Dec 13, 2019
Platforms
Windows
Last updated
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Updates & announcements

20 posts
  1. Developer post

    New Build, Who dis?

    Small name change. Laying the groundwork for maybe a few graphical updates to come!

  2. Developer post

    Pinball Wizards (New Patch!)

    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

  3. Developer post

    Trialing Times (New Patch!)

    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

  4. Developer post

    Race Against Time

    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

  5. Developer post

    Ouch (New Patch)

    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

  6. Developer post

    New Tutorials (New Patch)

    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

  7. Developer post

    Final Gameplay Trailer!

    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'.

  8. Developer post

    Quality Control (New Patch!)

    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

  9. Developer post

    More touchups! (New Patch)

    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

  10. Developer post

    Testing, 1, 2, 3 (New Patch!)

    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

  11. Developer post

    Computer compromized, but it's okay (New Patch!)

    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

  12. Developer post

    Tweaks/Bugfixes (New Patch!)

    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

  13. Developer post

    More Quick Updates (New Patch!)

    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.

  14. Developer post

    Quick Emergency Update! (New Patch)

    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

  15. Developer post

    Tweaks! (New Patch)

    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

  16. Developer post

    Clawing Your Way Up (New Patch!)

    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

  17. Developer post

    Having a Ball (New Patch!)

    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

  18. Developer post

    No Capes! (New Patch)

    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

  19. Developer post

    Hands On with some bug (New Patch!)

    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

  20. Developer post

    Facelift and Bug Fix (New Patch!)

    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