Alpha 0.1.8 is now available! This has been a really busy week for us following the release of 0.1.7. Since that last update, we’ve migrated the project over to Unreal Engine 4.13 to take advantage of all the great improvements, fixes and features added to the engine.
Unfortunately, this migration broke most of our UI interaction due to the new method Epic has implemented for 3D widget interactions. While we have things functional again, there’s still a lot of work and polish remaining.
We’ve also added the much requested fence climbing ability! At the moment, this feature is currently only supported in Murky Meadows. To climb simply press the jump button while facing the fence. This feature is still in its infancy and pretty experimental so you may run into a few quarks. We also intend on improving these animations in a future update.
Patch Notes
General
- Migrated project to UE 4.13
- Added fence climbing - This feature is currently “experimental”
- Vive locomotion changes (see “Vive Changes” below)
- Fixed textures for Telco Box
Multiplayer
- Friends List added to Main Menu laptop. This should display any friends currently playing Klepto. Click their name to automatically join their session - This feature is currently “experimental”
- Time of day selection has been fixed
- LAN connections are now supported in Co-op game mode. Local co-op game mode has been removed.
- Players should now spawn at the same starting location
- Vehicle damage now in sync between players
Vive Changes
Although the full Vive support still isn’t scheduled to be completed until Alpha 0.2.0, we’re going to be incorporating these changes with our weekly(ish) patches to get some early feedback. Today’s patch includes the first pass at the new locomotion controls. For those of you who’ve played Onward, you should find this somewhat familiar.
Alpha 0.1.8 currently defaults to room-scale with motion controls when Vive is detected. Next week’s patch will include an option to play seated with gamepad.
Locomotion is controlled with the left motion controller.
- Touch the top/bottom of the trackpad to move forward/backward
- Left/right to strafe in those directions
- To rotate, physically turn in the direction you want to move. The rotation is based on the forward vector of the left motion controller to allow the head look to remain decoupled from character rotation.
- Press and hold top of trackpad to “sprint” - Please send us your feedback on both walk and “sprint” speeds.
- Press bottom of trackpad to reset HMD position/orientation
- Left trigger to interact
To break windows, switch to the crowbar and swing at the glass. Please be careful, I left a bit of a dent in the wall yesterday while testing this...
Vive Known Issues:
- Rotating causes hands to drift from controls - Fix coming in 0.1.9
- Hands are creepy (my option) - Reducing their scale in 0.1.9
- Multiplayer not supported for multiple Vive users due to motion controller replication issues - Fix coming in 0.2.0
- Desktop/Tablet interaction limited to gaze control of cursor - Motion controls as input pointer coming in 0.1.9
- Desktop/Tablet cursor scale too large - Partial fix coming in 0.1.9. Full fix coming as we finish updating this based on recent UE4 engine changes
- Interactions not fully setup - Full motion control support coming in 0.2.0 but we will continue adding new interactions as they are ready. Next week’s update will include new loot interactions to pick-up and inspect items rather than automatically placing them in your inventory.
Coming Soon
Due to the UI interaction impact from the UE 4.13 migration, I’ve had to push back the dev blog update on the Hacking v1.0 mechanics. I will be diving back into this work very soon. Until then, here’s a tease of the “Fences 9” operating system you’ll be able to interact with in homes across Klepto.