This completes the lineup of the tier 1 weapons; one of each category:
Blue (rechargeable, no ammo)
Purple (high rate of fire - SMGs / assault rifles)
Red (shotgun / scattergun types)
Orange (railgun / hitscan)
Green (explosive / fire)
Eventually I'd like to make higher tier weapons that share the same ammo pool as their lower tier counterparts, but the next content update I'll move on to will probably focus on a new map / enemy.
Changelog
New:
New Pistol Grenade Launcher (may need balancing)
Smooth turning option available in the menu for those who prefer it over Snapped turning
Changed:
Item drop algorithm improved
Player now starts with a small amount of ammo for all weapon types
Explosions less lethal for player
Elevators now have helpful markers when open
Fixed:
Fixed a bug where the player's hand could spawn inside the menu
Fixed a bug where damage falloff wasn't working properly with explosions
Minor Update V0.1.2 (sprinting, front facing Vive)
This update effects the demo and the early access version. Any changes to settings may require a settings reset (reset option available in menu). New content coming soon!
Changes:
Shooting now disengages sprint mode I got rid of that annoying "Beep-boop!" noise / message that would pop up when trying to sprint (double speed) and fire at the same time. Now when firing in sprint mode it just lets you fire normally while dropping you back into normal movement mode.
Default drop mode for Rift users is just one click instead of double click Button now has to be pressed deeper to register (to avoid accidental presses). The double click option is still available in the menu.
Bug Fixes:
Fixed an issue where front-facing Vive users couldn't turn left
Weapon specific action no longer triggers when turning for front-facing Vive users
The demo is now updated with the features added to the full version recently:
Head based locmotion option
Easier menu access
Improved weapon angles
Shutgun buff
Tweaked ammo drops
Fix glass smashing bug
Can no longer suicide in setup room
Headset Based Locomotion Update V0.1.1b
There was a lot of requests for Headset based movement so I added an option for it in the new beta branch, available by right clicking on COMPOUND in your library -> Properties -> BETAS and selecting 'hmd_locomotion_v0_1_1b'. I also added and changed a whole bunch of other things while I was at it. If there are no issues then I will integrate these changes into the default build. Here is the full changelog:
New Features
Headset based locomotion option press the menu button on your off hand to see the menu where this option can be enables
Changes
Easier menu access Not sure about this change. Now the menu button on your dominant hand is exclusively for changing weapon, and the menu button on your non-dominant hand is exclusively for the menu. You no longer have to hold down the button for 1 second; the menu will appear instantly. Many users skip the tutorial (it's not their fault; even I think it's dull) and are unaware there is a menu at all. This will lead to easier use for newer users. The drawback is that an accidental button press can cause the menu to pop up. Maybe this should be the default option but have an option to enable long press mode as well?
Weapon angles modified All weapon angles have been slightly tweaked (about 4 degrees). Should be more comfortable for both Vive and Rift users, I hope.
Shotgun spread reduced The shotgun pellet should have a tighter spread
Ammo drops tweaked In particular, railgun ammo has been reduced. Very weak enemies like the drones have a significantly reduced drop rate of all items.
Bug Fixes
Fix glass smashing bug Fixed a bug where smashing the glass on the 'emergency firearm' would cause the animation and sound to play twice, making the sound very loud.
You can no longer shoot yourself to death in the setup room on first boot Dying in the white setup room would cause a faulty setup. Previously, rebooting the game would fix this but you are now immortal in the setup room.
COMPOUND Early Access is out now!! Version 0.1.0 Changelog
The beginning of my early access journey begins! I'm equal parts excited and terrified. Fingers crossed everything goes well. It's going to be a long road ahead, and I may occasionally make mistakes, but with your help, I think we can eventually make COMPOUND a really strong VR game. You can keep track of updates by subscribing to my youtube channel or my twitter account:
The best way to help me develop COMPOUND is to try it out and leave your feedback and bug reports over on the Steam Forums.
Thank you so much to everyone who has helped me get this far!!!
New Major Features:
Snap Turning & Full Rift / Touch Support (including A/X buttons)
Weapon - Railgun
Weapon - Shotgun
Map - Vaccine Warehouse (Featuring new music from SPEEDBLACK)
Map - Profit Management (Offices, music coming soon)
Enemy - Flying Drone
Enemy - SMG Solider
Enemy - Shotgun Soldier
Wrist Mounted Map / HUD
Most Objects Destroyable
Shooting Range
Weapons Tutorial
New Minor Features:
Weapon drops
Sprinting
Pickup / throw / drop weapons
New pain animation
New win / lose animations
VR option setup wizard on first boot
Complete menu overhaul
More comfort options
More control options
Volume options
Hand animations
Improvements / Modifications:
Teleport mechanic more reliable
Enemy projectiles improved
Explosion damage now blocked by walls
Sound overhaul - all bullets, clips, etc. make sounds when they hit the floor
Enemies do less friendly fire
Fixes:
Fix holes in solider hitboxes
Fix enemy weapon sounds cutting out
Sounds no longer cut out / distort
Enemies no longer stuck on objects
Fix insta-win maps with no enemies
I'm still here!
I'd like to apologise to the community for being distant at times but I have been quietlyworking away keeping an eye on your excellent feedback. Despite the lack of communication, I have been constantly working on Compound for a while now and I'm getting very close to releasing a hugely updated demo and an Early Access version. Anyway, I'd like to briefly show some snippets of what I've been working on when not at my day job.
(sorry about the large gifs in this post)
New weapon: the double barreled shotgun
New weapon: the clip-loaded railgun
Two new maps, three new enemies, and lots of other new features and improvements
There's much, much more than I could show in a few gifs but I hope you get an idea of how Compound has been evolving. The Early Access version is getting close to being ready, and I have much much more content planned for the final release. It will take time but I'll get there eventually.
Thanks for reading!
EDIT: Spelling mistake!
Touch-Only Touchpad Movement: Version 0.0.45
Additions/Changes:
'Directional' movement replaced with 2 options: 'Press D-Pad' and 'Touch D-Pad.'
New movement mode: 'Press D-Pad.' For the Vive, this was the previous default movement option. For the Rift, this means you have to hold down the d-stick (not recommened for Rift players, but the option is there).
New movement mode: 'Touch D-Pad.' For the Rift, this was the previous default movement option. For Vive players, this is a new option that lets you move by just 'touching' the D-Pad (no need to hold it down).
Much requested 'Go Home' button in the main menu, to go back to your apartment and change difficulty, etc.
'Control Update' touchpad movement & configurable controls!
This update took much longer than expected, but the new update is finally done! Apart from hotfixes, this will be the last 'housekeeping' or 'balance' update for a little while and now I'll focus 100% on adding new content like weapons, maps, and enemies etc.
Please let me know what you think, what I've done wrong, what bugs you've found, etc.
NEW FEATURES
New starting area: the player's apartment. You can set your difficulty and get used to the controls here before jumping into danger. Eventually I would like it to become an area where you select your staring loadout, etc. and be much more interactive
Main menu with various options
- Trackpad movement option available and made default
- Legacy 'Hold & point' option still available
- Configurable controls
- Comfort mode; disables locomotion and bumping into walls
- Ability to change handedness
- Settings saved across sessions
- Rift-specific controls (I don't have a Rift so please tell me if they make sense. Sorry; no manual rotate feature implemented yet)
First round is a 'warmup' round with no robots and reduced enemies. Robots appear, map increases in size, and enemies increase in number after each win
Explosive barrels
Player has
very* short time of invincibility after recieving damage to avoid insta-death scenarios
HUD / map overhaul
- Easier to focus on
- Items show up on map
- Max magazines locked to 9 (for now)
- Map embedded in HUD
New drop system; health will only drop if player is not at max health. Chance increases as health gets lower. Same with ammo
Grabbing reworked; mostobjects can no longer be pushed through walls
CHANGES
Robot behaviour changed; no longer have perfect x-ray after seeing player once, get briefly 'stunned' after taking damage
Tank tracks on secutiry robots are animated
Better damage feedback on robots
Limit on enemies per room to mitigate bad RNG
Easy by default
Drops last longer
Drops on easy never disappear
Smaller collision area for player's head
Pistol overheating nerfed on easy and medium difficulty
Various bullet speeds rebalanced
Player will be teleported back into level if they manage to get out due to tracking error, etc
Enemies pushed out of level will die to prevent never-ending levels
BUG FIXES
Fixed game breaking bug where the 'hard' bottle could not be smashed
SMG magazine no longer acts strangely when teleporting mid-reload
KNOWN MAJOR ISSUES
Very occasionally the map will spawn without enemies, causing an instant win. Will add failsafe soonish.
Very occasionally, on the first time running the game after a new install, the default Rift control layout will be loaded instead of the Vive one for Vive users. Please contact me if you can reliably replicate this issue as I can't pin the cause down.
Demo Launch! Version 0.0.3b
Well, after a very bumpy start, the COMPOUND demo is finally on Steam!! Please check the tips section in the forums and give the game a try. If you have any suggestions, problems, or bugs to report, please drop by the forums and let me know!
This demo will be periodically updated with new content, updates, and bug fixes so please consider leaving it installed (it's very small).
For all those users coming over from Itch.io, this finally means you no longer have to check for updates as they will automatically download as I complete them. Here is the change log since 0.0.3a:
New:
- Pistol rebalance
Pistol can overheat
Pistol has heat indicator to avoid overheating
- Total sewer overhaul
New rooms types
Various objects in the room that can be used as cover and add visual flair
Many cosmetic items attached to the walls to make things look different
Improved map generation algorithm
The location of the spawn room in now completely random
Doors have more cover for better firefights
- Total audio overhaul
Audio feedback for picking up new magazines
Enemy soldiers yell when they see you
Bullets emit sound with doppler effect
Enemy soldiers have heavy footstep sounds; you can hear them coming
Robots have engine sounds and emit smoke; you can hear them coming and see them better
Lots more audio cues to make the player more aware of what is happening around them
- Difficulty options
Easy mode: Deal double damage
Easy mode: Get 5 health instead of 3
Easy mode: Item drops twice as likely
Normal mode: Same as before
Hard mode: Bullets move twice as fast
Hard mode: Item drops half as likely
Steak!
Cherry pie!
Vodka!
- Most objects including dead bodies can be picked up and thrown around
Picked up objects can be used as a shield (but only once)
- Made critical hits clear to the player
- Items despawn, blink before disappearing
- Better splash screen
- Lots more I've probably forgotten!
Changed:
Enemy A.I. tweaks
Improved left hand model
Improved instructions
Enemies (esp. robot) get stuck on corners less
Removed confusing ambient door opening sound effect
Made SMG magazine orientation more obvious
Made it easier to pickup magazine item drops
Lots more I've probably forgotten or too minor to mention!
Bug fixes:
Fixed soldiers phasing into walls when kneeling
Fixed particles effects remaining on weapons after map reset
SMG reloads on map reset
Fix being able to teleport out of level in tunnels (some exploits still possible on some roof areas)
Fix robots going crazy/glitching when driving over dead bodies
Fix the gap in the soldier's hitbox between their head and chest
I still have a very long way to go, and I look forward to where we can take this. Thank you to every who made this possible!!