This release mainly addresses recent player feedback (and bug reports ;-) ), plus some things that I had been missing for a little while and that were actually fairly easy to implement (now that we had the foundation for it ready).
So ... more control in the audio-settings. Also, not sure if everyone reads these notes ... but ... just a reminder: You can enter pause by pressing and holding the menu button for about a second. That way, you can enter the settings menu, which has a lot of pretty cool (IMHO ;-) ) stuff.
Also, we now have support for MixCast MR built into Holodance. One pretty cool feature they have is called "Static Subtraction". It's similar to what many Webcams offer: They take the image from the background and then remove it, kind of like what you usually do with a green screen. You'll always get better results with an actual greenscreen and professional lighting but sometimes, you just want to quickly shoot a video without all the hassle of setting up the greenscreen ... and not everyone even has one (or enough space to set one up).
So ... here you can see that I still need to practice a lot more how to play Holodance with hands and feet:
https://www.youtube.com/watch?v=c6tHFjm6AXI
Unfortunately, as game developer, I usually don't have much time to practice so I'm looking forward to see what those of you who already have the Vive trackers can do ;-)
But don't worry: We're well aware that only few people will even want to play Holodance with their feet, so the primary focus will continue to be polishing the experience for everyone, not just a few super-early adopters.
I'm very sorry we haven't completed the new song browser, yet. I'll be on vacation starting tomorrow, for two weeks, and just didn't make it before.
- When Holodance is running in SteamVR (which currently is the only fully functional way to run Holodance), it now uses the controller models coming from the system. So when you have "funky controllers", you will now also see them in-game. For Oculus SDK and PlayStation VR, we still have the old approach of using preset-models defined by the game.
- Added new slider in Audio Settings for "Events"; those are the "big events" like when you reached a new position in the leaderboards, or finished long combos or the like.
- Changed default volume for "Events" to -15dB ... because those were really way too loud.
- Refactored how cameras are set up when environments are loaded. This helps with adding MixCast MR (or any other MR tech ... hello Owlchemy, are you still there? ;-) )
- Added support for MixCast MR.
- Changed the OrbScoreHUDs to show the arrows pointing towards where the orbs are coming from instead of left for too late, and away from the orbs (towards the player) instead of right for too early. This should make this much easier to understand.
- Fixed issue that caused after session UI to disappear when entering dashboard after session. Previously, that UI was closed when returning from dashboard mode, resulting in a UI-less state that could only be left by entering pause and cancelling back to the main menu.
- Fixed issue with OrbScoreHUD where missing an orb would result in the wrong arrow being shown (missing an orb must be shown as "caught too late", not "caught too early").
- The OrbScoreHUD arrows are now moving backwards and forward instead of up and down. So, when you stand too far forward, the will basically push you pack, and when you stand too far backwards, they will pull you forward.