Classifiers are starting to feel like a "real mode". We've added starting positions with a visual aid to let you know where to put your hands to start the run. Procedural penalties have been added, so scoring should be pretty accurate, and the 180° rule is now being enforced. We also fixed and adjusted some of the classifiers, like a target being in the wrong position on Classifier 03 or that you could just walk through the button pedestals.
Last week we added a new smart ammo snapping feature to belts. This was initially well received in the Discord, however, some shooters don't like it, so this week, we're adding an option in the player menu to disable it.
On the Quest, we're still trying fixes for the double fire issue. If you're still seeing this, we could use your help in tracking down a way to reliably reproduce it. On the Index side of things, we've added an option to set the safety toggle to the touchpad, or click the joystick, or both. This should give the option to take the stress off of those thumbsticks for those who are concerned about longevity.
This week, we're working on switching to a different rendering pipeline. This is something we want to get done now so we can build with it in mind going forward. It's a big task and might not be finished this week, but hopefully this will give us more to work with in terms of scaling the game to different platforms, more knobs to turn for performance, and just a better looking game.
Also this week, we are running our first tournament internally. We've still got some UX things to polish up, but it's working, the leaderboard for it is working, and we're discovering the obviously broken things so our shooters don't have to. We know we've been talking about it for awhile but we are passing these last few bumps and its looking really good we will be having our first tournament next week.
Thanks,
12 Gauge Savior
