Holy crap. We're getting close to launch...
Friday March 7th, John Lazarus: E1 goes on sale with a 30% launch discount for $6.99!
[b]Changes in this update:[/b]
-Added option for touch or press style smooth motion and snap turning.
-Added arcade mode.
-Added hardcore mode (Read More Below).
-Removed Unity startup window (probably fixed some graphical issues with draw distance).
-Added RainSoft logo.
-Removed black bars.
-Fixed pointer errors.
-Fixed trigger events disabling objects errors.
-Reoriented gun angles.
-Fixed pistol guy aim orientation.
-Added reload button.
-Added ejectable magazine.
-Made pistol slide interactable.
-Added arcade mode modifiers.
-Removed wooden airplane toy.
-Fixed collisions between interactable objects and player.
-Fixed collisions with bullets and invisible walls, particle FX, and water.
-Added an onscreen marker when mentioning arming himself against sharks.
-Made sharks more aggressive and no longer able to stop.
-Added respawn for keys left on the ground.
-Made hands disappear to indicate when you're holding something while climbing.
-Added onscreen indicator for worm roar vulnerability.
-Added toggle for crowbar the second time.
-Optimized convenience store.
-Made trigger area larger to go "downstairs" in the last level.
-Fixed settings getting reset sometimes after loading a level.
[b]Known Issues:[/b]
-Sharks still get stuck in walls and swim around in circles.
-Shotgun guys are slightly off angle.
-Bad guys don't interact with environment when dead (ragdoll or IK).
[b]Arcade Mode[/b]
The pistol part in the intro was originally slated for episode 2 but since a lot of functionality was built for the short intro, a basic fps mechanic was extended for arcade mode.
-Destructible, cover-based shooting with full arm-swinger or smooth locomotion.
-Compete by stats: time, shots, accuracy, and headshots.
-Each level is 5-10 minutes long and great for round-robin play.
Only two levels are available in this version (6 when completed).
[h1]Hardcore Mode[/h1]
This uses a [b]brand new locomotion system[/b] created for this game!
That's right, a mode not watered down for casual VR gamers.
Ever try to practice your Weaver or Isosceles stance in a VR game only to realize they expect you to shoot two guns or hold something in your other hand because you're expected to hold both controllers all the time?
Then when you get a chance to play a realistic shooting mechanic, you're stuck in one place or shooting targets?
Hardcore mode fixes that by allowing a user to set their shooting hand and holster their other controller. You can use a gun holster (there are many on amazon for $10+) or a pocket as long as it's not too loose or too tight. Set calibration and the game will know roughly where your holster / pocket is and based on it's directional offset, what direction your hips are pointing. Holstering / pocketing your non-gun controller turns on head-bobbing-based locomotion. Grab your gun with both hands and walk in place. Shoot. Stop moving by holding the grip button. Reload by releasing your mag (button one) and pulling your non-gun controller out of your holster / pocket. Your free hand will appear holding a new mag. Align it with your mag well. If you're speed reloading, then you're good, otherwise rack the gun and go.
[img]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/31590263/1f82303912c786f4c611318a756d15ecdc984dd3.png[/img]
[b]Features still to be added after launch![/b]
-6 unlockable levels for arcade mode
-more modifiers for arcade mode
-hardcore mode tweaks
-preview of episode 2
-steam achievements
-easter eggs
-AI improvements?
-finishing touches on a few missed details
Happy (VR) shootin'!