Version 2 | Test Build 10:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
What Is Version 2?
Click the link below for a roadmap and info on Version 2:
https://store.steampowered.com/news/app/1900020/view/4147323864458114135
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Highlights:
- New Rucksack System
- New Chest Rig Inventory
- The chest rig allows you to retrieve items a lot quicker than your rucksack, but it has a much smaller weight limit and capacity.
- Storeable items are categorized by their physical size and can only be stored in matching or larger pouches in your inventory. A 20rnd M16 mag will fit in small, medium, and large pouches, while the 30rnd magazine can only fit in medium pouches and large pouches. (Helmet tap an item to see its pouch size)
- Medium and large pouches are made up of 2 and 4 small pouches respectively. This means a medium pouch can store two small items or one medium item. A large pouch can store 4 small items, two medium items, or one large item.
- Each chest rig has a different set up for its pouch sizes and weight capacity. The default rig included in the test build offers a good balance
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Other Changes/Fixes:
- Fixed backwards faces on rucksack and chest rig models
- Fixed arm rotations for AI test scene
- Back slot items (rucksack) automatically return to your back on release
- Polished UI for menu
- Fixed scaling errors with buttons' press progress (green square)
- Fixed collision bounds for MAT49 VN magazine
- Fixed wrong weapon info for M18 smoke grenades
- Can no longer jump, open menu, or use action button on a grabbed item when the trigger is pulled (to prevent overlapping with chest rig trigger)
- Added chest rig inventory tutorial to test range
- Moved level selection to be behind the player on spawn
- Fixed bug where shoulder items kept storing themselves on release even when they weren't being hovered
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Conclusion:
I didn't plan to completely rewrite the inventory, but I'm glad I took the time to do so because it's so much nicer to use and it looks a lot better as well. I know there's not any real tutorial for it yet, but hopefully the two videos showcase everything well enough to give you all a good understanding on how to work with it.
Both systems give a good balance between bringing what you want while still being limited enough to retain realism and a challenge. It will be even more exciting to use once additional items (health, tools, and mission items, for example) get added.
Anywho, I look forward to seeing what you all think about it!
The next update will focus on finishing and adding to the AI. After that, the revisions will be complete and I'll start work on the navigation system!
If you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and good luck!
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If you'd like to participate in this test build, follow the directions below:
