I have setup a booth at Supanova! (Brisbane, Australia)
Equipped with a fresh off the press (so to speak) exhibition exclusive version of the game for the public to try out for free, all weekend!
Much of the game, including graphics, menu's, and user controls, have had a major makeover! they're not quite ready for the main game yet, but you can expect these improvements to hit steam in a few weeks time!
These improvements would never have been possible without all of you who took the time to give me your feedback and send me your requests and opinions, I listen to it all and try to improve the game for everyone with each iteration.
So, thank you! and for you awesome early access supporters, I think I'll include access to this exhibition play-through as an option for you to select, as it's a great little fast-tracked experience to show your friends who are new to VR.
So, thanks for your patience,
More updates to come!
@LordOfTheStack
What I'm working on...
Hey Defenders!
It's still quite premature for me to be giving an update on what I'm working on, but I realise it has been awhile since I updated you... so.. you might be assuming I'm dead or something (not an unreasonable assumption since I live in Australia! and it's spring time, the wildlife is brutal this time of year!).
Anyway... I have been making MASSIVE changes to the game lately.
I have realised how harsh the learning curve of the game is, and how sometimes the classic bow style and portals can feel clunky in the midst of battle. So I've come up with ways of making the game easier, but without sacrificing the advanced options and realistic bow style that is unique to this game. After all, this game has always been based off real archery and focused on rewarding those players who can truly master their bow. So don't worry! that is by no means lost!
I have done my best to listen to all of the feedback. This has come in many forms and from many channels, the videos, comments, play tests, and emails, from supportive to straight up rude I've read and considered it all, and will continue to do so!
I've decided on some pretty big changes as a result. Firstly, 'Classic' is being removed.. wait! don't freak out! More accurately, it is being reworked into new play styles... The game will now offer 'Arcade' / 'Normal' / 'Hardcore'.. where these styles include all of the amazing features that 'classic' did, but with a much smoother interface to achieve the same level of control. You can expect the hip quiver to be far better and far smoother to use! (In addition, one-handed and two-handed aiming will now both be offered)
Additionally, to go with this (if you didn't already notice in the screenshot), I am building a whole new tutorial, and a whole new menu system!
My goal here is, that when you put a friend into this game, they can quickly learn how to play and get straight into it! (especially when you want to pwn them in PC Overlord mode! this is important!)
As part of this.. the little text messages that pop up in your face.. have been enhanced... now there's a real character actually speaking to you! guiding you, and helping you along your quests. I would tell you more but I don't want to spoil the story!
[SPOILER ALERT]
Also, I'm working on the adventure, and as is the theme with adventure mode if you hadn't already noticed, is each episode bringing in a new and interesting mechanic and new and interesting locomotion methods. And as such, next episode is introducing a rickety little rowboat, that yes, you'll actually have to sit in and row! but be ready to summon your bow at a moments notice!
Introduing 'PC Overlord' mode! - Local multiplayer (PvP) Assymetrical
This new game mode introduces a brand new mechanic and local-multiplayer dynamic!
Forget co-op, this time, the PC player gets the chance to battle AGAINST the VR player, by taking command of the goblin army!
Plan what comes out of the portal, issue strategic commands, upgrade the goblins, and use special overlord spells to enhance units and outwit your opponent.
As the PC player (Overlord) you get an interface that resembles that of a real-time strategy game. And a brand new heroic goblin to use! "Drulk Evilcut" as well as your own magically operated catapult!
As the VR player, your skill and wits will be challenged by your opponents birds-eye control of the battlefield and unique abilities.
PC Overlord game mode now available
-- PC player gets a realtime-strategy interface to command the goblin attack
-- PC player gets overlord abilities to cast on goblins to assist them
-- New 'Hero' goblin, that the overlord can directly control (with a MOBA-style interface)
-- New catapult that the overlord can directly control
Improvements
New Avatar body for VR player, visible by the Local Co-Op Fairy and PC Overlord views. (you have a body now! not just a floating head!)
Improvements to player hitbox, with zone based damage, Enemy arrows can get stuck into you (and can be pulled out and used back at the enemy)
Improved PC Menu and added recalibration and pc overlord options
Better goblin death sequences (specifically when blown up)
More beginner tips
Bugfixes
Quality settings applying correctly when game first starts
Fixed the 'retry' button in Last Stand mode, where known spells where being lost
Upcoming . . .
What I'm working on next
More options to choose from for the bow mechanics
Improvements to Co-Op hero
Next episode in adventure mode
Merged/Mixed Reality compatibility
. . .
One hell of a lot of new content in one update, I am so very very tired...
Hope you enjoy the new mode as much as I do!
And as always, your feedback is welcome.
Stay classy folks
~Lord of the Stack
Upcoming 'PC Overlord' game mode
In a week or so, I release the next big update to Defense of Castle Chilly!
The main feature of this update will be the 'PC Overlord' game mode.
This new game mode introduces a brand new mechanic and local-multiplayer dynamic!
Forget co-op, this time, the PC player gets the chance to battle AGAINST the VR player, by taking command of the goblin army!
Plan what comes out of the portal, issue strategic commands, upgrade the goblins, and use special overlord spells to enhance units and outwit your opponent.
As the PC player (Overlord) you get an interface that resembles that of a real-time strategy game. And a brand new heroic goblin to use! "Drulk Evilcut"
As the VR player, your skill and wits will be challenged by your opponents birds-eye control of the battlefield and unique abilities.
Adventure Mode (Ep1-2) Released!
Wooo!!! BIG UPDATE!
It's been a long time coming! (Ok maybe doesn't feel that way for you, but wow it has been a marathon for me!)
I have just uploaded the first two episodes of Adventure mode!
Which includes... dun dun duuun..the first BOSS FIGHT!
(plus new puzzles and a new weapon!)
There's also a ton of other content and enhancements in this release, I honestly failed to keep track of it all, but of the stuff I did actually note down here's the change log!
New Content
Storymode (Chapter 1 - Episode 1 & 2 now available)
Added friendly Archers to Endless mode to assist you, they teleport in as you progress.
Added slow mana regeneration (potions are still your best friend though!)
Added 'retry' button to game over scene
Added guide markers to help new players traverse the castle
Added more ammo pots to classic mode, including more regenerative ones
Improvements
Improved 'Volley' spell. more arrows in a tighter spread, making it far more effective.
Improved main menu layout and appearance
Improved in-game notifications (many new ones to assist you!)
Improved nocking mechanics of the bow and added more help for beginners
Improved reload mechanics in classic mode
Bugfixes
Fixed a bug where some smaller play areas were given a portal to nowehere
Room-scale fixes and improvements
Various "stuff"
I've been tweaking this build right up until the last minutes before upload so don't be surprised if I send a few more minor updates in the next coming weeks.
And I am very sleep deprived, so goodnight defenders! Enjoy!
Oh and, as always, send me your feedback!
@LordOfTheStack
Storymode ep1-2 almost ready
Hey people! (and various reptiles)
Thanks for your support so far, I know it's been almost a month since my last announcement and I'd hoped to push updates to you by now, but, well, gamedev is hard haha. I am doing well though, there is an insane amount of new content coming in the storymode, episode 2 is starting to really come together, the action steps up to 11 compared to the rest of the game so far, and in between the action phases there's a new puzzle as well.
Watch a quick gameplay teaser here
You can expect to be playing this in about 2 weeks
Chapter1 Episode2 is one of the main gate battles, where you and a small squad of archers will stand ground against a sizeable force (a much larger battle than anything in Endless mode you've seen so far). The goblins even fire up those massive trebuchets to rain hell on the battlefield!
I don't want to tell you too much more for fear of spoilers, but there's new weapons, new puzzles, new allies.. just... plenty of new stuff and plenty of ways to die :)
Teaser Tuesday! (it's a thing! ..sometimes)
I'm working hard on adventure mode (storymode/campaign).
And as part of that, creating some non-player characters to help you defend the castle!
This is going to be awesome because the battles will be bigger and much more exciting. I can't wait to get this working and see exchanges of arrows between these guys and the goblins. It's already quite heart-racing when the enemy archers start hurling volleys of arrows your way, I'm hoping this will add even more atmosphere to that "i am in danger" feeling.
I am also thinking about ways to incorporate these characters into the existing Endless mode (potentially their kills score no points, and result in additional enemies being sent in). And hey, maybe the Local Co-Op player could be one of these instead of the Fairy? I might experiment with that later on too :)
This won't be ready for quite awhile (months). But thought you might like to see the progress ;)
Cheers and happy defending!
@LordOfTheStack
Added 'Deer Hunt' Minigame
UPDATES 2017-02-04 (Build EA06)
Deer Hunt
New Minigame Added! Now you can take a break from the intense battles and do some simple hunting in the forest (where nothing is trying to kill you for a change). This game is a test of accuracy and patience. You start with 15 arrows, and will be awarded more if your accuracy is good enough. Your final score will be total game kills. Take your time, make the shot!
This little game has a casual feel to it, and is rewarding when you nail a difficult shot. A nice little balance of being relaxing, and challenging your skill. But as always, your feedback is appreciated!
NOTE: Local Co-Op is not available in Deer Hunt, it would be too big of an advantage
New Content
Added healing potions that can be found around the castle
Added shield potions that can sometimes be found around the castle
Added Minigame 'Deer Hunt' (as above)
Improvements
Mana and healing potions can no longer be 'wasted' and can instead be carried around in your hand
Tutorial now allows you to switch between Arcade/Classic play style at any time to see which you prefer
Improved back restocking mechanics (superior arrows replace old ones)
Improved hip reloading mechanics (single arrows can be put away, and superior arrows replace old ones)
Improved bow mechanics (arrow can be taken off the bowstring)
General texture and lighting improvements here and there
Bugfixes
Optimised game initial load-time
Optimised music (no more lag-spikes between track changes)
Bugfix to Co-Op fairy, her shields no longer mess with arrow trajectory
Bugfix, can no longer create glitched gravity-defying arrows in Arcade style of play
Don't forget to send me your feedback, critique, ideas, hate mail, love letters, general grievances and sundries!
P.S/F.Y.I: "Where the heck did this deer hunt minigame come from!?" you are probably wondering, you are probably thinking it is super random! well besides the fact that I am a little nuts, there is a reason for it. The minigames are adaptations of other parts of the game, in this case Deer Hunt is adapted from the first episode of adventure mode, which I am yet to release (because there's not enough episodes ready for you yet for me to release, but I am working very hard on that!)
LOCAL CO-OP ADDED!
UPDATES 2017-01-03 (Build EA04)
Local Co-Op now available!
Have a friend play as the Fairy using keyboard/mouse or gamepad!
This support hero has 7 useful spells to help out the VR player.
Including remotely control/guide arrows!
The fairy is still confined to the players immediate physical space, and is teleported whenever the player passes through a doorway/portal
Fixed music volume setting, now adjusting in realtime
Fixed settings ui, sliders work on all angles
Added several retry attempts for highscore submissions
P.S/F.Y.I: Nobody actually requested Co-Op, and I had no plans to add it.. but after an Open VR week at my little home studio, It was something I wished was there so I could interact and help the players, so I added it! I was also quite inspired by some of the games that already included some form of local interaction (there isn't very many of them yet though, which is a shame! so this shall be one more!)
UPDATES 2016-12-25 (Build EA03)
Smaller Play Areas now supported
The minimum play area requirement is now reduced to 2.4m x 2.2m The game can now successfully adjust down to this size without any play-ability issues. One thing to note though, any area below 2.7m x 2.2m will not have access to the staircase dungeon, and unlockables normally found in that room are moved elsewhere. Unfortunately the staircase mechanics do need a certain amount of space to work properly (this was the primary reason I kept the minimum requirement high originally). With this change, I hope more people can jump on board and enjoy the game.
New Content
New dungeon added! (this one has moving platforms!)
New unlockable spell ("Rapid Fire")
Improvements
On Easy/Normal difficulties, you get a chance to explore the caste after just 2 waves instead of 4 (on normal difficulty, this only applies if your XP is below 5.0)
Improvements to some room-scaled obstacles (that most of you won't notice TBH)
Minor improvements to the main menu
Bugfixes
Fix for [unknown] highscore names on slow connections
Adjusted back-quiver collision zone to improve over-the-shoulder grabs and lessen chances of false bundle grabs off the hip
XP indicator now showing decimal place properly (was incorrectly rounding to nearest whole number)
Fixed issue where sometimes quiting Last Stand mode would leave you in limbo in the loading screen
Fixed a tutorial instruction which said "hold trigger" instead of "pull trigger" (I am so sorry if this messed you up!)
Fixed major room-scaling issue where chaperone was used instead of manually adjusted play area size
If you want spoiler video of the new dungeon and spell, check twitter i'll post it soon. @LordOfTheStack