MAJOR Update #1 Coming, Free Key Contest, The Release State, Roadmap Preview
Several Months of Catchup:
(Short summary of all the text at the bottom)
Been busy, the contest is still going on, so there is still time to get in the top 20. The next update is getting close to being ready, there are a few rare bugs that end up dropping performance that need to be addressed to maintain the experience smoothly. We had a trailer available, but it got left on a laptop that is getting repaired, so to give you a small idea of what to expect, here is the patch notes so far explaining what is coming up, and an idea of what will be coming along in the near future, and more useful information. (Trailer coming soon, lol)
Upcoming Update's Patch Notes:
Cities are now populated with added military allies and terrorists who are engaged in a firefight. Your best interest would be to help the military, who will help you kill the terrorists and the zombies.
Tactical AI: Soldiers(Includes Enemy Soldiers) will act on their line of sight, if close enough, can see if they are being aimed at, and may utilize cover, reposition for the upper hand, dynamically. No predetermined hiding spots, that gets repetitive and boring..
Soldiers will communicate locations to call for backup, when arrived they may use flanking and other tactics to get an upper hand in position.
(Balancing this is a work in progress)
Full upper body skeletal system. The upper body, head, etc, will rotate or bend allowing realistic strafing and movement when aiming their weapon and allowing them to "run n gun"
Slow Motion/Bullet Time
More Blood, It gets Messy
More polished weapon throwing physics.
Option to Pull Weapons towards you instead of picking up by hand.
Option to disable Jetpack for those with motion sickness.
(Differant flight types will be available as well, however we will include the old version for those who like it with a big warning)
Improved Touchpad experience
More options
More Locations
Interactable City Objects
Added Sound Effects
Performance management to keep the game stable during those large ragdoll and physics related scenes.
Zombies will no longer die from 1 hit to the head, but several.
Option to enable health bars.
Zip Lines
Ladders
Climbable Structures(like that spider guy)
Secret Areas
Additional Zombie Behaviors
6 new Military Allies
6 new Terrorists
We have also been working on increasing the team and our resources, so expect to see more coming.
Roadmap:
Mini Map
Mini games
More Leaderboards with Prizes
Achievements
Trading Cards
Build System
Objectives
More Complex Scoring System
Differant Enemy Types
As far as the state of release, we feel that the game is far from finished, and to be honest, 0 Day was designed to, hence the name 0 Day, to provide vr mechanics that were not available in other titles at the time it was first designed, so it is safe to say it never will be "finished" and we will never be satisfied. 0 Day will remain the place we will be going back for testing and providing new mechanics as 0 Day will also be the future testing grounds when we start providing other games in the future. That being said, when we actually do reach a point of having a more complete experience, 0 day will still have very active beta branches and will have new mechanics introduced consistently down the line, along with getting first notifications and opportunities to test future games for free. Your support has helped us get started and VR is still new ground, and too many larger studios are taking shortcuts using old techniques in vr that kill immersion for some people... That being said, be prepared for a huge amount of changes, as we have been playing catchup. The build available right now will be soon moved to another branch to allow those who like the old version to go back to it when they want.
So to summarize, (after the following months), the game will change dramatically with additional content, AI, movement mechanics, more stuff to do, more interactable objects, more things to find, more things to kill, and some new features that make you feel like a badass.
We will want to hear feedback, especially if theres something you dont like, and we are always open to more ideas and hearing your opinion!
We think showing the players, even new ones, the build from last year and then receiving the upcoming update will allow you to see if we missed something, could have done something better, or if we shouldnt have changed or done something at all.
We are about to make a a huge feature release, so we want to hear what you think about the direction we are heading as well.
Thank you for your support, and we appreciate your patience as we have been working nonstop to provide a unique experience as you save the city from those terrorists and the infection.
Free Game Keys and Major Updates around the Corner
If you haven't already, check the beta branches for a chance to get a taste of some of the things that will be added in or changed and give your feedback on some of the mechanics before they get pushed to the game in the next couple weeks!
As a thank you for your patience and support as 0 day early testers and the top killers, we will be giving out game keys to the top 20 on the leaderboard when this next update gets published as the leaderboard and point system will be changing. In the future we will give out more notice, invite more people, and offer an oportunity to get additional keys if you show us your top score videos, but this time, due to the number of fixes and additions, we will just take your word for it!
http://steamcommunity.com//stats/554920/leaderboards/1573267?sr=1 to check your scores. Thank you
Mechanic Overhaul and new Features Preview
Here is a small trailer of some of the improvements made in things like throwing weapons and ziplines! We are still putting on some finishing touches, but if you would like to check it out, an early version is available in the beta branches.
https://youtu.be/NKvUGm3DrrU
Much more coming soon!
New Map, Game Mode Prototype, Mechanics Overhaul, and more!
We just recently released a test version of our mechanics overhaul to the beta branch to make sure there are no gamebreaking bugs before we push the full update to everyone.
This includes optimized weapon throwing physics.
Weapons react in a more realistic way when striking.
Ziplines
Ladders
Climbing ability
Physics added to Level Objects(physics based damage coming soon)
This can be tested on the office building across from the strip club in brawl mode by using the grip buttons and the strip club itself is climbable. (Dancers coming soon!)
Brawl mode is still in a prototype phase, and there will be more maps and game modes following.
Now that some of the core mechanics are being improved, and the game has been upgraded to the Unity 5.6 engine, the features leading to a full strategy mode along with mini-games and differant experiences will be more enjoyable and refined. At the moment, you won't die in the test builds, and there will be new leaderboards and more content added as we complete this phase.
Building
Enemy Tactics
Enemy Types
AI Types
Recruitable Civilians
Also the time this game will remain in Early Access is extended, for how long is yet to be determined, but more updates and activity will be picking up now that a lot of the behind the scenes code is updated to bring a unique vr experiences that pushes the capabilities of the current hardware. For the test builds, we recommend an i7 processor, however optimizations will be made to support others that aren't as efficient.
New trailer and previews coming soon.
Happy Holidays, Fixes, Updates, and What's to Come
First I would like to wish everyone a happy Christmas Eve and Happy Holidays if you celebrate this season in another way. I have a few patch notes on some fixes and additions that were made recently along with what to expect in the next couple months.
Weapon rate of fire and style improvements.
Advanced Active Ragdoll Physics - melee and firearm performance improvements, which will pave the way to use explosives and future features without dropping below 90fps, even with tons of enemies running around!
Local High Scores - basic scoring for now, defending your allies will allow you to get points based on their kills as well.
Leaderboards - (still a bit buggy, reloading the game will update score, the problem has been tracked down, and will be fixed in the upcoming major update. Score will still be recorded, in-game leaderboards will come with the update along with additional ones as maps and game modes will be added.
Touchpad Only Mode - You will no longer get shot up and stuck in the air with no way to get down.
Touchpad Movement - Sensitivity option slider added at starting lobby.
Deployable weapons, structures, walls, explosives, interactivity with objects around the map, new maps,new game modes, including mini games, with prizes(to be determined, possibly keys) and a complete overhaul on the AI, where some enemies and allies will utilize cover, will use parkour to hop over obstacles, will take orders, civilians to save that you can toss a weapon and have them help you before they turn into zombies or get recruited by the terrorists. Players will get armor and health stats, and some adjustments will be made on enemies as well. These updates are crucial to the base building system that is coming, and will give you more options on how you play the game. These updates along with being geared to add a lot more strategy, fun, and features, and content will be focused on extending the length of time a gameplay session will be before u might die by giving you more tools to stay alive, allies, base building along with base attacking!
We wanted to push out the base building system before the holidays, but there are certain scenarios that need a bit more optimizing to keep above 90 fps. We appreciate the support and feedback that the community has given us so far, and we are anxious to get these updates ready for you.
The majority(more than likely all) of the above listed features with some not listed(like easter eggs) will be in an update no later than early Feb with constant updates to the testing, and stability testing branches to begin around early-mid January if you would like to help test earlier builds.
I want to give a big thank you for those that have been supporting us in early access, and have been pleased that the majority have found what is currently available fun and we are taking your feedback as a priority. We wish we could release everything sooner, but we are very confident that those who have been waiting will be very pleased, as the things to do, additional mechanics, maps, modes, enemies, weapons, and if you have been enjoying the melee active ragdoll system (which you will notice, if you try to sweep the legs of a zombie instead of going straight for the head) you will enjoy a new brawl game mode that will be coming :)
Leaderboards are Up and Infected Santa lost his Hat!
Basic Leaderboards are now tracking for the current game mode.
You can check them on steam at http://steamcommunity.com//stats/554920/leaderboards/1573267
Note: As this game is in very early access, there may be resets if required for game modes and mechanics.
Local highscore tracking, and global leaderboard access from in-game coming soon.
Infected Mall Santa added.
More coming, stay tuned!
TouchPad Movement Options Added
As requested, we have added additional movement options for the current game mode. The options now include the default, jetpack mode, touchpad only, and the flight mode with touchpad support added. Please give us feedback on how well you like the movement. More updates coming soon!
More Performance Updates and Allies! - Minor Update
If you have been running a stable 90fps you may not notice it, but 0 Day has been converted to the final version of Unity 5.5 to take advantage of the latest features of the engine along with performance and stability updates.
The conversion to lastest version is important to the long term scope of the game as we will be pushing out updates that will be taking advantage of the latest developments and capabilities for vr experiences mixed in with a lot of features that haven't been mentioned yet.
Allies have been introduced, a bit ahead of schedule to give players who have been having trouble a little more assistance and ability to explore a bit. These are rough, and dont yet have the tactical awareness to utilize cover or do some parkour that we intend to be pushing out in the near future as we introduce the more in depth game modes, like a strategy mode, etc.
Other feedback about more options on movement, gun angles, and flight options will be addressed in another small update next, along with leaderboards for the current map and game mode out, followed by what has been announced.
We are really eager to get the other game modes out, and know you will like them! For those of you who have been having a hard time with what will later be known as Hardcore Mode, just know soon you will be able to control an army and laugh as everything that killed you gets rekt :)
Thank you to those who have decided to support this game in this early stage and providing the feedback needed to make it successful. Stay tuned there is a lot more coming!
Content Updates Coming Soon!
We will be putting out incremental updates over the next few weeks. This will include a performance and stability increase, allies, configuration option, new movement style, weapon angle adjustment, and a bunch of background updates as we work towards more interactive objects that the AI will recognize and for additional game modes. Leaderboards will follow after the first set of updates are pushed onto the testing branch (check forums for how to access updates earlier), along with a more in depth stats system for the leaderboard following as the depth will be needed for future feature updates. In the meantime, deaths caused by environment, allies, or each other, will count as a kill. There will be a point system included in hardcore mode that will give you points based on the circumstances. Thank you to those who have decided to support this game in this early stage. There is a lot coming! If there is anything you would like to see that hasn't already been stated, please use the forums until our website is finished. All development focus is on the game currently.
Here is a quick preview of one of the allies you will have. They hate terrorists.
Patch notes will be included after these updates are finished. The reason is now that the engine core is coming out of beta, we need to make sure there is no problems, as things have to be re-tested. However, we can manage to put them out in increments on what we know isn't broken, and you still start seeing some interesting changes as early as the next few days. ːsteamhappyː
We Are Live and Just Getting Started!
Fixes:
Enemies no longer shoot through objects. (the nerve!)
Gun angle corrected. (when feedback saves ur wrists)
Major performance boost in busy scenes.(To make it busier!)
Fixed sound issues.(....)
Current Known Bugs: They are hiding after what happened to the others.
Features Coming Soon(0-2 weeks):
Leaderboards for the current game mode(will be later called Hardcore), allies, more configuration options, more things to do in the city(objects you can interact with, random events), a new map for hardcore mode, and strategy mode will begin public testing.
Configuration Options will include:Differant flight styles, movement options, weapon angle adjustment, sound, and graphics as we add more effects and improve the ones that are there
A little further down (2-4 weeks)
Polish on details,additional focus on base building and management for strategy mode, additional game modes, detailed stat tracking, new weapons, deployables, abilities, achievements, trading cards, additional maps and improvements on the ones available.
This is a brief summary of what i intend to focus on in the next few weeks, this is by no means a complete list and will be paying attention to any feedback. If you have any ideas or anything you would like to see in this game or experience in vr, please let it be known!
Edit: Estimated update relases adjusted, movement options added to next feature update.