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Dev Blog #1 - The Present and Future plans for Light Repair Team #4!

Hey Everyone!

First off, thanks for taking the time to read this! If you're reading this AND you've bought the game, thank you even more! We really hope that you enjoy Light Repair Team #4. We've had a lot of fun making it, and we're excited to start talking about some stuff that we're working on right now that will be coming soon. These are our plans, they're subject to change based on what this games landscape, and the VR landscape as a whole is like in the coming months. There's no one in the world right now who knows how VR will work out. As a VR developer, we will need to do a lot of adapting, and thus, our plans will adapt too.

If you want to make sure you're one of the first people to know about upcoming features, changes and content to the game, be sure to follow us on Facebook and Twitter (@EeriebearGames).

Everything listed, unless mentioned otherwise, are things we're LOOKING at doing, not promises that they will be added to the game. Additionally, nothing here is final until it's in the patch notes!

To start off, here's some things that we're working on right now, and will most likely be coming at some point in the near future.

Roomscale Size!: Right now, we have a roomscale minimum size requirement of 2m by 2m. That's almost close enough to be the minimum size allowed for roomscale. Many of the puzzles are designed in such a way that you can play on small scale, and still get the full gameplay effect, but it's kind of difficult. We'll be looking at properly setting worldscale limits so all roomsizes get approximately the same experience! (Additionally, we're looking into seated scale. This is farther off though, as there is a lot of work needed for that!)

RGB Mode: Currently, Light Repair Team #4 uses RYB additive mixing for its lights. As many people have pointed out during development, lights in the real world use subtractive mixing. We chose RYB because we felt that for the general population, RYB was more intuitive for gameplay. That being said, we want to make sure that everyone who wants to play using RGB, can, so we'll be looking into adding the ability to swap between RYB or RGB mode. In both cases, all three lights will mix into the color while.

Colorblind mode: We want to make sure that we're as accessible to as many people as possible, this is the first step. We are not sure how colorblind mode will manifest itself, but it is something that we are planning to include.

The backend code: To make RYB/RGB mode swapping and colorblind mode possible, we have to rewrite a lot of the backend code. This will take some time to do, but is overall a net positive! It will allow us to polish the feel and visuals of all the puzzle mechanics, along with easily being able to add and implement new, deeper puzzle mechanics.

Content!: Also, when these updates come out, there will be additional puzzles for everyone to try. These puzzles will most likely be harder than the later game puzzles, but we'll see.

You!: Additionally, we'll be looking and responding to all the feedback that we hear from everyone who plays! If you have feedback, of any sorts (positive or negative, we love both!) post it in this forum. We at Eerie Bear Games believe in the idea of a more open type of development. We'll keep some things secret, so we don't ruin it for you, but if we're working on something, you'll know why. If we're working on something and realize it sucks, we'll tell you why. We think it's really silly to not do this, you guys want to know whats going on behind the scenes, so we'll keep the blinds open so you can peek in.

Ontop of EVERYTHING ELSE, there is more that we are looking at for the future: new modes, new puzzles, new quality of life features, stories, environments, cities and more. In the coming future, you'll start to hear some of the ideas that we have for content in the future. Let us know what you think!

Enjoy everyone!
- Eerie Bear Games