A procedurally generated, VR roguelike dungeon crawler, with magic and melee combat, and supporting single player or asymmetrical multiplayer experiences.
Change log:
(v0.5.0.1)
Additions:
- The local Adventurer's Guild has updated their guidance magic. Bleed and Frost debuff icons now pulse within the adventurer's view while afflicted by them.
Changes:
- (Bug Fix) Adjusted logic that controls the SLAMS Logo so it will no longer end too early.
- (Bug Fix) Increased size of boss physical colliders from 0.3 to 0.5 radius to mitigate adventurer exploiting the boss' attack ranges to avoid damage by sitting inside of them.
- (Bug Fix) Slightly increased boss attack ranges inwards to mitigate adventurer exploit of sitting inside the boss model to avoid damage.
- (Bug Fix) Re-adjusted a broken axe asset in hallway chunk #8 so that it is no longer floating on the wall.
- (Pre-emptive Fix) Adjusted logic that confirms which HMD is being used to fall back to HTC Vive logic as a universal default if no other HMD is detected that has unique logic within Broken Dungeon due to their architecture.
Other:
- Disabled a few debugging outputs, as they are no longer necessary.