Woah, what happened to 2.0? Apparently I forgot to do a little write-up for that update, my b. All in all, I had this really cool upgrade system where people could earn points, then spend them on upgrades in a VR menu. It was awesome, except for that no one knew how to make the menu appear, and people didn't want to learn how to do that in the middle of the battle. So in this update, I took out the upgrade menu part. Upgrades will now auto unlock as you progress through the waves, making it much easier to get players to use upgrades. I've made a bunch of other changes based off of feedback I've gotten at Momocon and Southern Fried Gaming, check it out!
Upgrade System
- Upgrades are auto unlocked over time now.
- Upgrade Descriptions now show as a toast that pops up in front of the player when the upgrade unlocks.
- Upgrades are reset every match
- Upgrades have a spawn particle system and notification sound to alert the player it’s ready
Now Some Actual Upgrades:
Enemy Tracker
Touch the Enemy Tracker to show a beam between the tracker and the enemy!
Light Shield
Hold the Shield to activate it!
Shield will block basic projectiles and lasers
Tossing the Shield will deactivate it
Other objects should be able to phase through the shield
Time Wristwatches
The old wristwatches are now unlocked after destroying the first enemy
Double Trouble
A Second Pistol is now an unlockable!
Accessibility and QOL Adjustments
- Added Ammo holsters to the left and right side of the hip. No need to search the Arena for ammo now!
- Made the gun chamber collider a bit bigger to allow easier reloading
- You can now reload the gun when there is still ammo in the gun
- The gun now draws a line to the nearest ammo when the gun has no ammo
Some Much Needed Polish
My friend Modesto has been helping me out with upgrading the look and design of AmaranTime. Here are the details:
- Swapped in new more technical Pistol
- Swapped in more technical and artistic Teleporter Disk
- Added 2 new Enemy Drones
- Updated Color Highlights on the Buildings
- Added new OutRun Skybox to give a more Arcadey Feel
Bugs and Other Fixes
- Fixed Teleport Offset - The teleport is now based off of the player position rather than the center of the player room
- Dropping the teleporter on your feet will now return the teleporter to your hip
- Lasers no longer go through objects
- Adjusted Colliders on Vive and Touch Controllers so that accuracy is improved
- Added BoxCollider to Teleporter Disk to improve performance
- Added Controller Hints only available before the game starts