This update is available on the beta branch for QuiVr. It can be accessed by going to your steam library, right clicking QuiVr, and selecting Properties -> Betas -> and selecting the 'beta -' branch. You can revert this by going to the same place and selecting 'NONE - Opt out of all beta programs'.
This update has a number of fixes and improvements to the procedural map system, as well as some new content. Additionally the wheels have been set in motion for creating the next set of art assets to make the canyon environments more diverse and interesting.
Dynamic Skies
Thanks to input from the art director responsible for the current assets in the game, I've created a new Dynamic Sky system which will be used to select one of the sky presets for each map. These will dramatically change the ambiance and mood of the canyon and should lead to a different experience each time.
Procedural Map System Changes
New rules have been put into place to limit repeated tiles as well as prevent specific angle sequences that allowed the backs of some tiles to intersect the centers of others.
These changes should make maps more distinct while also preventing a number of the previous issues such as floating rocks, enemies passing through terrain, and hidden teleporters.
Additionally, a new -45 degree angle tile has been added for more variety in canyon-path layouts.
Core Gameplay Changes
Two core gameplay changes have been made for this patch to test out some interesting functionality and potentially adjust the intensity of the game over time.
1) When a gate is destroyed, all nearby enemies (within 35m of gate center, not including bosses) will be killed. This should give a brief pause between when a gate is destroyed and when players have to, once again, start fighting for survival.
2) If there are no enemies on the field (player(s) have killed them all) a new enemy will immediately spawn. Because of the requirements of this change (players killed all existing enemies) and because the spawn-cooldown is reset when the immediate-spawn occurs, the only outcome should be that good players will always have something to shoot at.
Bug Fixes
The player-teleport particle systems have changed to less resource intensive as well as to prevent a crash related to mesh-particles in Unity 5.6. Thanks to those of you who submitted crash logs!
