Mostly fixes this week, with support for standing VR setups added! The biggest news is that all known networking bugs have been squashed. With that taken care of I'll be spending the next few weeks focused on marketing related stuff, so post a discussion if you want to get a big match going.
Features:
-Standing Mode: Added the ability to spin 90 degrees with the left touchpad/joystick.
-Added team scores on the wrist HUD
-Players that join during a match in progress will spawn in the lobby until they shoot the starting orb
Fixes:
-Fixed an issue that could unbalance teams on match join
-Fixed an issue could allow for kills to count for multiple points when master client is migrated
-Joining during arbitration sequence works now
Update #1
Had a good weekend of development, here's the first major update:
Features:
-New Combat Arena: Aerials
-Added Timed Challenge Course: Climb the leaderboards to see who's ski and gun skills are the best. I'll be adding one each week for the rest of the month!
Fixes/Tweaks:
-Physics pass: Aerial movement feeling better now
-Fixed a networking bug that made it possible for joining players to unbalance the teams
-Fixed a control issue that could stop players after they ski off a ledge
-Increased the amount of bullet force for the rifle by 50%
Coming Soon:
-Magnetic Surfaces: special surfaces that will slide you across walls and ceilings when you grab onto them
-Challenge Course: Advanced Skiing
-Options Menu
-Standing VR Controls: Button controls for quick 90/180 degree spins
Nightly Arbiter
It's been a great opening week of fighting, fixes, and feedback! A big thanks for everyone who's been playing with us so far. Don't forget to join us every weeknight at 7pm EST! Also, look forward to a few new tweaks and features for next week, including a new arena with heavy emphasis on air combat.
Arbiter is Live!
Welcome to Arbiter Early Access! Thanks for helping to improve the game while it gets developed over the coming months. Everything to get you started should be in the lobby, so jump in and have fun!
We'll be getting a group for the first big multiplayer test tomorrow (6/6/2018) at 7:00pm EST, so log in and join the insanity if you can. I'll be aiming for bi-weekly meetups after that. See you online!
Stay Tuned
Just keeping everyone in the loop, I'm resubmitting the initial Steam build of the game so hopefully we'll be up and running in the next few days once that's approved. Thanks for all of the support!
We're Going Live!
We're nearly there! Arbitrations are go, networking is feeling solid, music has been produced. That means it's time to go live: Arbiter will be available May 31th! Join me and a bunch of other Atlanta developers as we put Arbiter through ringer next Thursday. I'll be writing down fixes and features by the dozen as we have some fun on Arbiter's first day out, hope to see you there!
Also, we're on social media! Join us on Facebook or Twitter at @DesperadoGames. See you online.
Updates and MomoCon
Hey Arbiters! It's time for some updates. The final features for getting the game online are nearly done. Over the next two weeks, I'll be finishing up lobbies, leaderboards, and arbitrations so we can get you fighting over the fate of puppies, Poland, and any other silliness I can think up. After that we'll be 100% live and good to go. I'll be posting a new trailer with the arbitration updates so look forward to that. In other news: If you're planning on coming by MomoCon later this month, stop by the Atlanta Unity User Group booth! I'll have 1v1 matches going Friday-Sunday so come over for some in-person arbitrations!