Just got back from San Francisco this afternoon, and I think I've had enough of a breather to push out a new update tonight ;)
This one has some usability improvements and bug fixes.
Updates and Fixes
- Fixed gems showing up when they shouldn't in multiplayer
- Fixed error regarding EnemyBase.cs:346
- Fixed most cases of stingray physics anomalies
- Temporarily removed enemy "Deathrattle" until a more visually appealing system is implemented
- Fixed error regarding Quiver.cs:196
- Increased size of enemies in Gamelpay Lab for easier testing
- Increased hitbox for lighting arrows on fire
- Arrow feathers have received a temporary texture
Bow and Quiver Interaction
During my trip, we tested the game with a number of people who had little VR experience. One of the conclusions reached was that the action of dropping/swapping the bow, and moving the quiver by hand, was really unintuitive.
For this reason the bow and quiver are no longer droppable/swappable/movable using the controllers, and instead are determined by the settings menu (changing the settings will now immediately change the desired effect, either right/left hand holding bow, or shoulder/hip mounted quiver)
Being able to throw the bow around was something that a number of people enjoyed, so I will be working on adding other easily accessible interactive objects to the game to play with during downtime.
Note: There is still an issue present where hitting the system menu button will drop the bow onto the ground. For usability reasons, the method to pick it up has been changed to the trigger, which is more intuitive for new users but also might confuse the more seasoned players.
