v 0.5.3 (dynamic lights, coloured guns, new EXMs)


This update was meant to be a quick one. In the end, it was kind of quick, is during the Christmas period, I work less than usual.

What comes with this update?

Colours! Weapons have different colours (the only part that right now tells what colour the gun should be is the core).

And while I was looking at TraVRsal (if you haven't tried it, do yourself a favour and try it out), especially at the pyramid level, I thought that I might try adding a torchlight. Started to code it to dig up some code I did for dynamic lights (point and stick). When I came to making the gameplay work with the renderer, I realised that I haven't done anything for the dynamic lights. So I implemented that. And adding more and more lights - muzzle flashes, explosions, bolts of lightning, hit particles, enemies that have lights all around - I pushed the torchlight idea to the side. I will get back to it eventually. If there's really need for it. For sure I'd like to try it out on external levels with big airships I plan to add soonish.

From the technical point of view, it's a bit dirty approach that hits the performance a bit. With forward rendering, I have to do the calculations for all the lights for every rendered pixel. I can't fill the g-buffer and to processing for each light separately. That's why lightning on Quest(s) is a bit simpler. If the performance drops too much I will have to either to disable it at all or find some other way to keep it (cut something else?). Also, the number of lights is fixed. There can't be as many as you want. At least when rendering. But because the space is divided into sub-spaces, rooms, I can use that to make it seem that there are more lights (as the limit is per room). I also use priorities for lights, so the dimmer, less relevant do not appear when the limit's exceeded.


Speaking of performance, there are lots of hickups that will require investigation. As I have way too many crashes, I had to add more debug info to the build and that does hit performance too. But I think that many of them might be not related to that and I will be checking what's going on there.

And there is also one very nasty bug (or a few that give the same result). Some people are unable to do anything as the world does not generate properly. They are stuck at the start and can't go anywhere. I am investigating it, trying to get a repro.

New things include rotation of falling enemies. Right now it's much easier for certain enemies to shoot at you while falling.

And there are a few new EXMs:

  • every melee hit you do gives you 1 ammo energy
  • energy is fully refilled on unlocking and upgrade with the upgrade machine
  • more energy and energy dispensers (+100%)
  • ability to reroll upgrades at upgrade machine (to make it easier to choose upgrades relevant to you)


Alright. This time, I am really going to work on the AI director.

Files

v 0.5.3 (#223) 51 MB
Jan 02, 2021
v 0.5.3 (#223) - Oculus Quest APK 49 MB
Jan 02, 2021

Get Tea For God

Comments

Log in with itch.io to leave a comment.

(+1)

Late to the update but looks awesome!

(+1)

Love the updates. You're doing good work. I still dive into this game at least once or twice during every VR session. TraVRsal does not come close to what you've begun to create. Excited for more!

Happy new year @voidroom! Changes look awesome, and I'm excited to see what this year will bring!

Happy new year @SimonBaars :)

My big plan is to finish the game this year or at least get very close to it.

Deleted post