v 0.4.11 (new weapon type, minor features, performance update)


Initially, I was planning to introduce a new enemy type with this update but after talking to a few people I focused on something else.
First things first.
This update introduces a new weapon type. Corrosion. Using same weapon cells it does less damage and the damage is split into direct and continuous/draining. The projectiles by default have huge anti deflection and anti piercing stats. And they go through shields (although there's no enemy that uses them - yet!).

This alone makes the corrosion gun something that has quite limited use. Against armoured enemies maybe? But if you assemble it with a muzzle that has spread and multiple projectiles + damage is at least 30, you get an explosive corrosion projectile. If it just hits the target, it behaves just like the smaller counterpart but if you shoot at it you get a larger and more powerful explosion that also depends on a type of the weapon that was used to shoot at it.

This is the direction I want to explore with weapons. Combos, synergies.

Recently I started to modify core features and I am thinking about simplifying some systems. But not just throwing out everything, more like adding simpler counterparts. And I am thinking about making difficulty/complexity settings a part of the actual game/story/lore. It's just an idea.

One of the criticisms I got is that booster EXMs are not worth pursuing and are not fun. That's why I will be modifying them, they will be larger so you have to decide where and how to fit them. Right now I made their values much bigger, so every single EXM really adds something to the build. It's far from where I want it to be, but you should be able to feel the difference.

Another thing is that getting new weapon cells started to be a chore. Instead of just getting new weapon cells and deciding which one is worth keeping, it was required to catch all robots, check their parts and choose which one is worth disassembling. And to do that you would have to go to the in-game menu, so it was even worse as it was breaking the flow. Small robots no longer can be disassembled. I modified loot to include more weapon cells but also the system to not cluster your inventory is in place, so it helps with the number you end up with at the end of the level.

And there's another issue. It was not worth getting to the next station, there was no reward for getting there. Well, you were receiving Data Chunks but it was something that you don't pay much attention to. That's why another thing got introduced. If you don't reach the station, you lose some Knowledge Points you got since the last station and all Data Chunks. With the current setup, it may actually work even worse as if you're left with 20 seconds of reactor time, you will not want to continue, why? With the open world, if you are able to get back to the station, you may get a reason to jump out for a few seconds to get some KP and maybe a Data Chunk.

Oh, and the robots have slightly more health, but they drop more loot too.

Alright. Now, some technical stuff.

I fixed the elevator bug! Finally! Now it should be no situation in which the elevator ignores the player. What was going on there? Elevators were detected basing on ray-casts thrown down from the centre of a character. The problem was that for the player they sometimes were 3 meters higher than the actual player. Why? Because the actual character was 3 meters higher even if the player seemed to be at the floor level. Again, why? Because explosions were pushing player around in all directions - right, left, forward, back and up and down. And because of the VR, horizontal coordinates were forced to match where the headset is. But not along the up-down axis.

I also improved performance a bit for large elevator zones. Before all buttons were looking for collisions all the time. And they could only interact with the player and/or whatever does the player hold. Added optional early check to see if there is an interactable near.
When playtesting I noticed that when the robot dog explodes, it really hits framerate badly. When started to investigate this, I was uncovering one small problem after another. All of them resulted in a few frames being skipped. To make it worse, some of the bugs resulted in memory hog which in turn resulted in even poorer performance.

All those bugs were fixed and addressed. One of the things that were already there was to keep a set of pre-created temporary objects ready to be used when requested. The problem was that they were not truly ready. They still had to be setup. I added a code that resets and setups temporary objects when there is no other work, so they are truly ready when requested.

The next big feature is LOD system which should improve performance even more but it's not the last piece of the puzzle.

I am also rethinking some features and I want to disable them by default. Like Data Chunks to Data Blocks assembly, extra built-in systems, weapon transfer chances.

Files

v 0.4.11 (#215) 38 MB
Jun 19, 2020
v 0.4.11 (#215) - Oculus Quest APK 36 MB
Jun 19, 2020

Get Tea For God

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