SEPTEMBER 13 UPDATE
Build_09
Please restart Steam in order to download the latest patch.
1. "TUTORIAL" REWORKED!!
- Check it out! After a lot of feedback, we've given the climbing option a separate path. We updated the instructions on it if you want to try again, otherwise, you can bypass it to the next section. I can scale the walls in pretty much 1 try now, as I've been practicing :P
- Need to remove bottom line text of reloading instructions
2. [BUG] When holstering/dropping or picking up GUN, clip resets to 0
[url]=http://steamcommunity.com/app/523940/discussions/1/350541595116431229/]http://steamcommunity.com/app/523940/discussions/1/350541595116431229/[/url]
- Should be resolved in version ZombVR_b1_09
- For now, holstering does NOT reset your clip to 0. Working on making it so when you drop a weapon the ammo is tracked (ex: when dropping and picking up with other hand, you retain same clip). Currently, the clip number that you had in one hand stays in that one hand, no matter what gun you pick up
3. [BUG] "Onslaught" zombies sometime spawn before the countdown http://steamcommunity.com/app/523940/discussions/1/350541595116432684/
- Might still be broken for 2nd round reset. Needs further investigating
4. [BUG] Zombies hiss at you when you walk over their dead bodies
http://steamcommunity.com/app/523940/discussions/1/350541595116428577/
- Fixed in version ZombVR_b1_09
- Still working on positional audio - where zombies are coming from in terms of sounds
5. [BUG] Game not showing up in VR Section of Steam
http://steamcommunity.com/app/523940/discussions/1/350541595119373635/
- Fixed in version ZombVR_b1_09
6. [SUGGESTION] Reloading too slow, feels clunky, doesn't work sometimes
http://steamcommunity.com/app/523940/discussions/2/350541595116407992/
- BIG UPDATE. Changed the core system for reloading. No longer using unreliable overlaps which require "un-overlapping" to re-register a new overlap which can feel glitchy and sometimes not work
- Now using accurate traces to track the instant the other hand taps the clip in. Reloading is now sped up with this system (they still vary slightly depending on the gun. The magnum SHOULD take longer to reload!)
- Magnum Revolver now has penetrating bullets. Can shoot through several zombies at once. A bit powerful at the beginning, but may fall off in later stages of the game due to no clip size upgrades. Balance investigating
- The reload is still animation-based in terms of visuals, but the speed is much quicker. I'd go as far as saying too quick...
- Oh and try "It's Raining Heads" minigame in GUN mode. The previous dev score was 36... Mike(Bee) has now been able to hit 61....(BEAT THAT)
-Added CHA CHING sounds when you purchase any gun or upgrades
THINGS BEING WORKED ON
For Future
7. ADDING NEW LOCOMOTION
- From feedback, some people currently like the pad-movement, whereas others don't and have compared us to the game "Onward". In any case, we're trying out various methods and are thinking of inputting 2 MODES OF LOCOMOTION that you can select before playing. This is in the works
8. CHARACTER DEATH ANIMATION
- Some people get sick or feel nauseous after dying; the character simply goes up when dead. Will work a better death animation in
9. CHARACTER MOVEMENT TRANSITIONS
- To make the feeling of movement as natural as possible (compared to real life), we're trying to make transitions between stopping movement and starting movement as smooth and natural as possible. We're hoping that in improving this, people who are more prone to motion sickness will feel better in playing
10. Zombie animations and death fixes / [BUG] MOON SHOOTING RANGE
- Trying to fix as many visual zombie animations and glitches as possible
- Zombies in the MOON shooting practice area are still glitchy
11. Minor code optimization where applicable
12. [CHANGES] Menu buttons (shoulder buttons? top single button) on the Vive controllers now bring up the menu
- At the moment, you can use the top buttons on the circular pad to open the in-game menu, or you can simply press the actual menu/shoulder button on either controller
13. Main Menu
- Of course, the main menu and various other things will receive visual upgrades in the future. This isn't our main priority at the moment (core mechanics are!)
- Maybe highlight the current graphic setting selected, so people know which one they are currently on and can switch if preferred. At the moment, we suggest staying on the lowest settings (by default will start with low)
Stay tuned and with us while we work to bring updates and fixes! Keep giving us great feedback, because we do listen! Despite some negative reviews, we're going to keep going to get the game as polished as possible. Thanks for all your support.