I'm currently trying to release a new build but am having lots of problems with the configuration files which is leaving the game unplayable. I'll try and fix the issue as soon as I can.
Sorry for the inconvenience.
Halloween update + 64bit
Halloween update
A new update has been released today including a Halloween challenge in the Trials level. This points-based trial is intended as a bit of fun for you and your friends. Use Digby to smash deadly pumpkins before they get to you. Smash them using parts of the environment for extra points. Push them into fans, electric walls or spikes. Activate the gigantic pendulum to take out loads of them, shout at the voice sensor to fire bullets or squash them by dropping high platforms on them.
This update is included in the free demo for the next 10 days, but will remain in the full game permanently.
Watch video
See how high you can climb on the online leaderboard (doesn't include demo version)
64 bit version
Due to some limitations in the version of the game engine I'm using, this release is 64bit only. This is already a minimum requirements for the Oculus headset, but If any of you are not running a 64bit O/S please let me know and I will investigate doing a separate 32bit non-Oculus version.
Other changes
You will also notice more changes as part of the ongoing UI improvements. The targeting displays for the teleporting and Digby have been improved in this release. I've also removed the blue directional arrows that guided your attention forwards. Instead the teleport icon helps you keep your sense of orientation in your physical room.
Hope you have a great Halloween :)
New level released and lots of improvements
The latest version of Dimensional brings lots of changes including, improvements to the user interface (more to come later), lots of bug fixes and improvements to existing levels and a brand new level.
Important: New levels are unlocked after attempting (not necessarily completing) the previous level, so load your last unlocked level to unlock the next.
The new level (They're listening) concentrates on the use of audio. Voice sensors and droids can be alerted by your voice or Digby's. Sometimes you'll want to stay quiet, other times it may be useful to make a noise. You'll also need to quickly locate the source of certain sounds. Dimensional uses HRTF enabled sounds which should make finding the source in 3d space fairly simple.
Level 2 has been extended to give a more gradual introduction to using Digby to make sure you understand how to control him properly. It may be worth playing this level again. You could find a new hidden area too.
Thanks to everyone who's provided feedback and helped me to identify the latest batch of improvements.
Other notable improvements:
Optimised floor grid setup
Get a grade for each level depending on secrets found and number of times you had to reset
Checkpoints made more apparent and explained in 1st level
Button to respawn ball at start of level 3 if you go wrong
Some challenges will show a "Simplify" button if you fail more than 3 times so you can optionally make it easier.
What's next
I will be reaching out for beta testers shortly. I need more help identifying bugs, but also I need to know if I create a challenge that's too obscure for anyone to complete.
Please let me know if you get stuck or find bugs
A new challenge will be coming in the Trials level this month and I'll be working hard on the next complete level while making further general improvements.
I'm also upgrading to Unreal engine 4.13 and will be introducing Oculus Touch support before the hardware is released to consumers.
The narrative will get more attention soon as well.
Taking forever
I'm trying to make Dimensional a very varied and experimental game. Each level introduces new mechanisms and ideas and ends up taking a lot of development. To get the game finished I will need to cut back a little on the number of levels so that I have time to improve the existing levels. If sales of the final game go well I would still like to add more content after the release. The full game has to be released this year, but I'm currently aiming for the end of November.
Thanks for your patience and I hope to keep improving the game for you.
Patch 0.2.2.0 - new level 6 + new trial + important bug fixes
New content
Level 6 experiments with tight spaces and attempts to make you feel a little claustrophobic in places. It includes two optional secret messages and obscure areas to find and access. Digby also gets another temporary power-up to play with.
The new trial “Blocks”, has you smashing blocks before they smash you to see if you can get a high score.
Bug fixes and changes
Taller players have experienced a problem where they couldn’t teleport to a beacon. This should now be resolved.
Previously you weren’t allowed to teleport to Digby’s location if it would result in your head colliding with him. It’s likely that you didn’t notice Digby was in the way and thought the teleporting was just faulty. Now Digby will just move out of the way.
You can no longer be killed during a teleport while you’re in limbo.
Previous levels will keep getting improvements as well as fixes. As an example, you will find a voice activated food dispenser on level 3. Some more rewards for my Kickstarter backers are also being introduced, so you will see their names included in various levels.
Please let me know in the community forums if you get stuck or find bugs.
More content is on the way next month.
Thanks for playing.
Free Dimensional demo extended
The free demo for Dimensional has been extended to include the new challenge “Lasers” in the "Trials" level and “The Jump” which is found in the credits level.
I've added these to the demo to reflect the broad range of experiences I'm aiming for with the full game and because both should be a fun way to introduce friends to VR.
Lasers Dodge and jump lasers as they increase in frequency and speed over the 120 seconds time limit. Jump higher for bonus points and avoid mistakes to get the highest score multipliers. Having more physical space will make this particular one more fun, but any amount of space works.
The Jump Test your fear of heights and jump off the platform. Video
If you enjoy the demo, please consider buying the Early Access version to show your interest in the project.
I'll start releasing new levels for the full Early Access version this month. I’m currently experimenting with tight spaces and new ways to place you in harms way :)
http://store.steampowered.com/app/457340
Some of you wanted to get out of breath…
Some of you said that you would like more of a challenge and to have your pulse raised. During the main campaign I try to include unique moments and give you time to become immersed and appreciate the situations you find yourselves in. The levels will become increasingly difficult, but I also wanted to have separate challenges where I can turn the intensity up to 11.
Introducing “The Trials”
Various trials become unlocked by playing through the game. Each trial takes a mechanism that you have encountered in the main narrative, extends it and increases the difficulty. These are points-based time trials with online leaderboards. Expect to get out of breath.
The first trial (lasers) is now available Dodge and jump lasers as they increase in frequency and speed over the 120 seconds time limit. Jump higher for bonus points and avoid mistakes to get the highest score multipliers. Having more physical space will make this particular one more fun, but any amount of space works.
Escape - coming later
In the final level of the game “Escape”. There will be no check-points and little time to stop and think in this ultra-difficult challenge. Get to the exit before the chamber collapses and enter the Dimensional “Hall of Fame”.
Please let me know what you think.
Patch 0.2.0.11
Updated to latest versions of Unreal / Oculus SDK
Audio output Changed to try to ensure that audio is sent to the desired output device
Droid status on HTC Vive On HTC Vive you can get the status of droids by pointing your laser pointer at them rather than looking at them. This allowed me to remove the blue dot that showed where you were looking.
+ other small changes and fixes
More improvements will be made, but I'm now also working on new levels.
Patch 0.2.0.10
I’ve been on holiday recently (which was greatly needed), so expect more changes and improvements going forward.
Recalling Digby You can now make Digby immediately teleport to your position by pressing Y on your gamepad, or left grip button on your Vive controller.
Limbo Graphics of limbo have been toned down to be less "trippy" as requested by a few players.
New Vive FPS controller option By default in FPS mode you physically face forward in your room and then use your trackpads to rotate and drive your playing area around as in a traditional FPS-style game. This encourages you to keep returning to your forward position to optimise tracking and help you keep an awareness of your orientation in your real room.
A new option in the Gameplay menu, allows you to change this behaviour so that the forward direction is considered to be the direction of your laser pointer. The advantage of this approach is that you don’t have to use artificial rotation. Instead you physically turn the direction you want to travel, point your laser forwards and just press forward (or backward or strafe). You can still use the trackpad for artificial rotation too.
Optional forward indicators By default, blue transparent indicators remind you which direction is forward. This is one of the ways I try to keep you facing forward for optimum tracking. It also helps you be aware of your orientation in your real room, which should help you stay relaxed and immersed rather than relying on the chaperone unexpectedly popping up and breaking your immersion.
On the Vive with a large playing area, the indicators may be annoying to some, so a new option in the Gameplay menu allows you to hide the indicators.
Teleport bug A bug has been fixed where you sometimes couldn't teleport to a small specific area in front of you, where the drone appears that gives you occasional advice.
Extending the Oculus tracking boundary Quietly released in a previous update, there is now a menu option for Oculus Rift users that allows you to extend the length of the tracking volume. This allows people with large rooms to move beyond the recommended tracking area without seeing the red mesh appear. Tracking may be less reliable further away from the camera, but I leave you to experiment and see what works for you.
+ more fixes and improvements
News update
Just a quick update to let you know what's happening.
July July releases will focus on improving the existing levels and mechanisms. This includes:
* Extra checks to ensure everyone's Vive controllers are behaving
* Investigating improved FPS controls
* Testing bluetooth headphones
* Tracking bug where positional audio can die until game is restarted
* Changing limbo graphics to be less "trippy"
* Remove gaze-focused blue dot for HTC Vive and instead use laser pointer rather than gaze to activate HUD info on droids.
* Look at fast-return option for Digby so you don't have to wait up to 5 seconds when he gets stuck.
* General improvements to existing levels
Let me know if I'm missing anything that's stopping you playing the game.
August August will bring new levels.
Patch 0.2.0.7
Some important fixes in this patch include:
Positional teleporting - missing GO icon Sometimes when you were asked to move over the GO icon during a positional teleport, the icon would be missing. I couldn't reproduce this but believe it was due to an incorrect startup sequence. It shouldn't happen now, but if it does: 1) please tell me. 2) the reset button on your controller will allow you to return to the last check point.
Teleporting into walls If quickly teleporting around a room it was possible to end up in limbo due to being in a wall when you completed the teleport. You cannot teleport within 5cm or so of a wall now, which should fix the issue.
FPS-mode stuttering When in FPS mode it would stutter as you moved along a sloped wall. It should now move smoothly.
Other minor fixes are included too.
Thanks for reporting the issues.
Also, I wrote some notes about the difficulty of the game and my plans. Feel free to comment.