Climbey cover
Climbey screenshot
Genre: Racing, Simulator

Climbey

Update 3/16/2018

Winter ends on March 20th but its been nice out here the last couple days so I figured being a little early with this wouldn't matter too much!

Main game:

  • Added Bunny costume. (It's almost easter)
  • Removed snow effects on blocks and snow particles.
  • Removed Snowballs always being spawnable.
  • Added “Allow Snowballs” as a room option.
  • Fixed a bunch of glove coloring bugs.
  • (hopefully) Fixed “Downloading Levels” being stuck.
  • (hopefully) Fixed rare zoom camera hands bug.


The removed snow particles and snow effects on blocks will make everything look a lot cleaner and improve performance for pretty much everyone.

Update 2/26/2018

Main game:

  • Added punch sound.
  • Added highfive!


I'm almost done moving!

Will get back to bigger updates in the next few weeks. :)

(I may tweak these sounds some later)

Update 2/2/2018

Main game:

  • Made CTF maps no longer appear green and at the start of the level list.
  • Added basic Unity Analytics, which gives me a better idea of what kind of headsets people are using.


Level Editor:

  • On the Rift the X and A buttons will now rotate the playspace.


The Vive wands don’t have the buttons left to rotate players in the editor, if the demand for rotation in the level editor is high enough I’ll see what I can do as an alternative.

Update 1/23/2018

Main game:

  • Added speaker icon above people’s heads and next to their names in the player list in your wrist menu to indicate who is talking.
  • Added small crown icon next to the server host’s name in the player list in your wrist menu.
  • Added current level title above the player list in your wrist menu.


Just some small polish things this time, I've been rather busy with getting my own place lately and will probably keep doing smaller things while I'm too busy to grapple with any larger features or issues.

Update 1/13/2018

Main game:

  • Added "Ban" button next to "Profile" button in multiplayer if you are the host.
  • Fixed momentary hang in some levels when opening the menu. This still happens if the level is huuuge but it should at least be a lot less noticable.
  • Various small bug fixes.


I held off an adding a ban button for a long time, but I figured out a way to make it not so easy to press by accident, you have to hold it for 2 seconds to get it to actually ban someone.

It doesn't ban people from the game obviously, it only bans people from your room while you're hosting it, if you re-create a room or restart the game in any way the ban list gets cleared.

Be warned that there is no "unban", so banning your friends as a joke for instance does mean they cannot get back in until you re-create the room or you leave the room and the room switches to a different host.

Update 1/1/2018

Main game:

  • Fixed bug that would make left hand not recolor while changing your color.
  • Set max players on servers created to 8, this is an experiment to see if my networking plugin can handle that many players, should provide valuable data for future games of mine too. This may be reverted if it goes over certain limits.


Level Editor:

  • Fixed Shape and Type buttons requiring trigger to be pressed.


PS: Happy new year! :)

Update 12/21/2017

Main game:

  • Made it so you can only make snowballs when standing on something. This prevents you from making them accidentally while climbing and falling down.
  • Reverted branded Windows Mixed Reality badges back to a single generic Mixed Reality badge instead- the detection method was too unreliable and would report “HP” for “Lenovo” headsets for example.


Level Editor:

  • Made the object-specific menu spawn in front of the controller that pressed it and stick to it, also made the buttons not require trigger on those menus anymore. This makes duplicating objects or closing the menu without accidentally moving the selected object a lot easier.
    The global level save and settings menu still spawns as it did and requires trigger held down to press buttons.


Let me know if there is anything off about the update or positioning of the menus in the level editor or anything and I'll look at it asap. :)

Update 12/15/2017

Main game:

  • Fixed controller distance required for making snowballs at smaller and larger player scale modes- these used to not scale with the player.
  • [Noitom Hi5] Fixed hand animations at different players scales.
  • [Noitom Hi5] Improved jumping ability by offsetting the rotation point to be about the same as a vive controller’s would be instead of at the palm of the hand.
  • [Noitom Hi5] Made the Noitom Hi5 gloves more compatible with the winter update and snowballs.
  • [Noitom Hi5] Improved thumb movement range.


I’ll probably update again fairly soon as Noitom is updating their SDK soon I think.

Update 12/11/2017

Main game:

  • Added Half player scale and 1.5x player scale options to multiplayer room options panel.
  • Fixed “playing on” display in server browser.




Level Editor:

  • Added Local-Gravity field, it works like downward and upward gravity but does it in whatever direction you aim it in.


Enjoy!

More tweaking of the scale things will possibly follow- I want 1.5x players to be able to pick up larger snowballs for instance, and maybe add something that would allow players to scale up/down inside levels later without it being a server setting, too.

Update 12/7/2017

Main game:

  • Added momentum preservation when running off a ledge.
  • Improved slope detection, you won’t walk super slowly down slopes anymore if the angle isn’t very steep, it’ll just be smooth now. Also applies to stairs.


Level Editor:

  • Added Anti-Gravity field (Blue), which is like regular gravity but upwards.
  • Added Double-Gravity field (Red), which is a downward force based on the regular gravity.




The ledge jumping works based on your controller velocity and gives you a little boost instead of falling straight down when running off a ledge using grip-walking.
It technically works with touchpad locomotion but since you barely move your controllers while using that you sorta just fall with that anyway right now, will look into making it work better with touchpad locomotion later though really everyone should be using grip walking anyway, haha.

Both gravity fields should scale with the server-based double and half gravity settings.
Half gravity makes them both half as strong, double gravity multiplies both effects by 2.

Have fun!