v 0.5.2 (weapon mixer, new weapon parts)
With this update, I have finished with adding all core gameplay systems.
The last one is the weapon mixer device which allows, as its name suggests, to mix two weapons. Although you can just use weapons you find, I will be adding larger weapons that you may not want to discard but to fill with weapon parts of your choice.
Using weapon mixer is quite easy. You have to put two weapons into containers, using dials choose weapon part to swap and pull the lever. Information about weapon parts as well as the gun itself (this information will incorporate upgrades you have on yourself) is visible.
As the weapon mixer has flickering light effect, some players may want to disable it. This option may be accessed in options/comfort menu.
While I was playing around with weapon parts, I decided to tweak them a bit and finally to add some new ones.
"Charging bypass"
This node allows shooting as quickly as you want. This comes at a cost. You will have to spend 50% more on missing energy. It may save your life but you may end up without ammo quickly.
"Less health, more damage"
When you're at full health, you won't notice any difference. But if your main storage starts depleting, your weapon will do more damage - up to 200% extra but then you would be dead. The harder they hit you, the stronger you retaliate.
"Multiple-targets penetrator"
This one has to be my favourite at the moment. Although you get damage decreased, you get extra speed for projectiles and if you line up enemies properly, you may shoot through all of them. This comes in handy in corridors.
Also, I changed a bit about how other things work. The biggest change comes to "projectile damage to energy converter" EXM. Before you had to catch incoming projectile with your hand. The damage was decreased and you gained energy. Right now you get the damage at 100% but you also get the same amount of energy for each hand. With energy balancing EXM you may be tempted to farm on energy with a distant enemy. Or a turret.
Another important change is about existing muzzles. I changed "make projectiles faster" with the basic one. Also the "make projectiles faster" makes them very fast. While it decreases the damage, it also changes the part of the damage that goes into energy draining. Useful for draining energy cores and shooting distant moving targets (altough all flying robots are gone right now).
Another bit important. When you start the game, you always get the same set of EXMs. I will be playing around with this idea. If it works, I will keep it. It should make it possible to choose the path/class, be a starting point. The current set will definitely change.
And finally, I added screenshots for Quest. By default when you press system menu on your left controller, an in-game menu will open. If you decide to have built-in screenshots, this button will work as "make screenshot". The screenshots are taken in 16:9 ratio, in 4K or HD resolutions. They are taken without the foveated rendering, so they look a bit better. 4K takes a lot of time (half a second) and if you move during that, the game may break. I think. I hope that's why I encountered the infamous elevator bug and my pockets were offset. Hm.
The next update might be a quick one.
After that, I plan to finally start working on AI director and narrative systems to have the story start to appear in the game.
Files
Get Tea For God
Tea For God
vr roguelite using impossible spaces / euclidean orbifold
Status | In development |
Author | void room |
Genre | Shooter |
Tags | euclidean-orbifold, impossible-spaces, Oculus Quest, Oculus Rift, Procedural Generation, Roguelite, Virtual Reality (VR) |
Languages | English |
More posts
- performance of a custom engine on a standalone vr headsetMar 27, 2023
- "Beneath", health system and AI changesFeb 16, 2023
- vr anchors and elevatorsJan 16, 2023
- v 0.8.0 new difficulty setup, experience mode, new font, performance updateDec 15, 2022
- performanceDec 02, 2022
- getting ready for demo udpate, scourer improvementsNov 15, 2022
- new difficulty + insight upgradeOct 31, 2022
- release delayOct 20, 2022
- loading times and early optimisationOct 17, 2022
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