Dixotomia cover
Dixotomia screenshot
Genre: Adventure, Indie

Dixotomia

Dixotomia: итоги за Апрель!

We don't disappear from the radar! Today the Dixotomia VR team is sharing the development totals for April! 📃

Game Design


In game design, we've got a lot of updates again:
Vampire's new ability, Blood Spear. The ability will form a spear in front of your hand that will fly in a straight line and deal damage to enemies. The trick of this mechanic will be the damage, it will increase depending on the number of targets killed by the ability.The ability can be upgraded to a charged attack. The charged attack will have a high damage initial damage, but it will not pierce the enemy, his target is only one.

The ability of the first mission's boss, Duncan, has been finalized.

New mechanics, increasing difficulty and dynamics of the first boss fight. Duncan will use his energy revolver with laser sight to deal impressive damage to the player. Duncan will aim the scope at the player for a while, before loading a shot and firing it at the hero's location.

In certain situations during combat, Duncan will use this teleportation ability with a boosted melee attack. It will work like this: the boss will teleport in front of the player, make a dash straight towards him and deal melee damage. This ability is designed to complicate the fight with the boss and give the player the impression that it is impossible to escape from Duncan.

Also spelled out a lot of new dialog, branches, tutorials, and different response options.

3D and Animation



New hand animation
Here we didn't get anything for a long time. And we should have gotten cool new hands, in which you can see the forearm, and the hand is unlocked. There is no such thing on the market today, and all the examples of how it should work were only in my head. We did a lot of calling, drawing and trying to explain to each other what we wanted to get as a result. One head is good, but five heads are even better. We finally managed to make something sane, haha. No, the hands are really on fire, we'll show you a little later on our social media!

In addition to the fact that the hand can now be rotated in all directions, it doesn't shake, it doesn't break, we've fixed the simulation of the elbows position in space. This greatly increases immersiveness in the game. We also unlocked the ability to make a very flexible weapon recoil system with this feature. Are you sure we did that? It seems like we're really cool.

There's one more thing to do with the arms: it's the addition of Meta Sound when the arm bends and unbends. It's not magic, it's Dixotomia. I'd also like to mention again that we did this because of our combined effort and knowledge. The team may be decentralized, but we keep each other very tightly informed and constantly in touch. Sometimes it's like an assembly line, where everyone knows what they need to do and we get a cool product at the end.

The plan was to make a master material for ERM and ORM cards at once, which would reduce the total number of materials in the project many times. But there was a question whether it will not reduce productivity.....



Animations for locations.
Door animation:


New door:


Screens of new locations:




Dixotomia: results for March!


New month - new month's results! Here are the latest Dixotomia VR development notes 📝

Game Design


April was rich in new systems for our project!
Enemy spamming system
The essence is to create a challenge for the player, in which he takes turns eliminating waves of enemies eager to destroy him.
The system can contain several modes:
Mode 1. Spavn opponents after the last opponent is eliminated. at the same points;
Mode 2. Spavn opponents after the destruction of the last enemy, in other points;
Mode 3. Spar opponents on a timer, in the same points;
Mode 4. Spavn opponents on a timer in new points;
Which mode would be the most interesting?
Dialog System
The very thing that all decent games have, but it is not as easy to implement as it seems! And we, as self-respecting developers, are obliged to add it!
For greater immersion in the game world, interaction with it and obtaining key game items, the hero will have to actively communicate with non-player characters!

Dialog System
The very thing that all decent games have, but it is not as easy to implement as it seems! And we, as self-respecting developers, are obliged to add it!
For greater immersion in the game world, interaction with it and obtaining key game items, the hero will have to actively communicate with non-player characters!

Additional bot behavior traits
To make the combat system more interesting, we (or rather our game designer) decided to add unique traits for enemy mobs.
Now for more details: we have added a system for detecting hiding places. Bots can analyze the space around them and find the best position to attack. They can also run between shelters, sit in ambush and throw a grenade if the fight is delayed. The system is quite well optimized and does not cause frame sag. So far the change has affected only shooters, but we are working on other bots too. In particular, an update on the boss will be released soon.
These features are designed to diversify the battle, create a more dynamic environment on the battlefield, well, and of course, complicate the life of the player (:
Destructible Objects and Interactions
Since we still respect ourselves and the player, the game must have exploding barrels (not bayan, but the base!), well, and similar objects. Again, so that life does not seem like honey!
Throwing objects of the environment
In addition to interacting with exploding objects, decided to add objects of the environment, which can be thrown at opponents! More variety on the battlefield!

3D и Level Design


Worked on the audio component! Now such events as hitting the shield, shield explosion, various swings are accompanied by very atmospheric sounds. But let's skip the details of such unnoticeable, at first glance, but not very important changes, as the elaboration of light and sound on the locations, and go straight to the more beautiful part!



Screenshots of improved locations
We continued working on the location "Factory", we have already finished all geometry and all modular objects. This month we will do texturing and assembling of the location and its surroundings (wait for juicy screenshots), but for now so:

Created new environment items, conveyor belt for the new location "Factory":


Showcases for Vivien Tower. There was an idea to make them destructible during the boss battle, but so far this feature is only on the pencil:

And a juicy holographic table to go with it:

All in all, it's been an interesting and busy month, the work is boiling 🔥
And we're still waiting for your feedback on the game, any feedback is important for us and will help us to make the game better!
See you soon!

Dixotomia: results for February!

February has passed with its frosts and warm days are ahead, so it's time to tell you what new things we managed to do last month!

Game Design


As we know, every mechanic or feature starts with a concept document. February was productive for working out the gameplay component.

So, what we came up with:

1. Falling ammunition from enemies and crates

We did not depart from the classical standards, we decided to realize them in the form of boxes. At the moment in the game there are three types of ammo for different weapons. The boxes will differ in appearance and color.

2. New weapon - Duncan's Revolver (possible uber gun for the player)

A special weapon that the player will get as he progresses through the game. The revolver has two firing modes. Normal shot uses up one cartridge and kills a normal enemy at a time (if hit), powerful shot uses the entire magazine, but the damage will be much higher. It will be impossible to create a replica revolver, so we advise you not to lose it!

3. New Player Ability - Shockwave

Our answer to Skyrim's Fuz-Ro-Dah! Only in our warrior will not shout, and epically waving his hands. And for epicness we decided to add collision of flying enemies with solid objects. The damage, of course, will be greater.

4. A couple of new enemies

The first is the Shieldbearer. This character (unexpectedly) has a shield, but he will prefer to fight at a medium distance, using firearms. The shield will not be left lying around, so it's better not to get close to him to avoid getting hit in the face with it.

The second new addition to the Dixotomia monster world is the Melee Mutant. Shorten the distance to the player and engage in hand-to-hand combat! Not the strongest opponent in the game, but in any case it is unpleasant to be pawed by some mutants.

3D and Level Design



Let's move on to the 3D and level design novelties.

We continue working on the "Vivien Tower" location, where the player will spend a lot of time. That's why we want to work out everything to the last detail. The month started with building and working out the floor. By the middle of the month the alpha version of the location was built, and the month ended with the development of sub-levels.

New modular elements.

And some colorful screenshots for your feed (keep in mind that this is still an alpha version):



By the way, music lovers, check it out


When we asked if it would be possible to play this piano, the programmer rolled his eyes for some reason, but we hope it will be possible!

In February we started working on another not small location - Dinerite Factory. And while the level designer was putting a blockout in the engine, the 3designer was working on the appearance of the location.

No colorful screenshots yet, sorry. We are waiting for next month!

From the smaller details - scattered interior objects on the ready locations, and added those boxes with ammunition in the game.

Let's summarize. Even though February is the shortest month, we managed to work hard on the game!
We encourage you to play the demo, add the game to your Wishlist and write your honest review. We are getting better every day!

Dixotomia: development results for January!


Another month of development has passed and once again we keep catching the feeling that the more you know, the more you realize you don't know anything. Along the way we've tried to keep up with the times and if we saw an engine update come out, we wanted to sooner install everything new and start using it. However, there are pitfalls everywhere. We've done this more than once and usually everything went well, but this time we felt the pain when we saw how the old version of Anril worked better than the new one )
Also, the transition process went in parallel with us posting demos to the oculus store, where there are a lot of requirements for the app that we have to meet. And it seems now we just have to be perfect about what objects we have in the scene, what textures they are made of, how many will be in the scene in one frame. Any deviations are strictly penalized by the store itself. Players would forgive a 10fps jump, but not the meta store )

We also tried to implement a helmet position reset feature. The home button on the right controller. And yes, it doesn't work in the game. It works, but it doesn't work the way it's supposed to. We tried to implement plug-ins or refer to existing functionality. But nothing worked ) And when all options were exhausted, the answer was found almost by accident. And OH WONDER, everything works! :)
It remains to make super stable fps. We're on our way. We're on our way!
From the smaller tasks, I wanted to mention the updated shooting system. We added a scope and recoil. And a small rebalance of ammo on some locations. Two-handed grip ahead )

We didn't forget to record and document new mechanics and features. Expect them in the near future! And it's also worth mentioning the interactive sphere, the mechanism of which is the same, both for doors and for any interactive component. We always keep an eye on those who help us test the game. You are under our supervision! We care about where you look, what you poke at, and what makes you excited. We remember that we are making a game first and foremost, and we are constantly tuning ourselves to the state of the player. A state where time flies and you don't know exactly what time it is 😉.
Our artists haven't slept either!
We've made several character models, including Viviana Eidenhart and Butler. We'll be sharing more details about them on our social media soon. Subscribe, by the way (if you haven't already)!


Of course, we didn't forget about the environment. New assemblies for the location "Vivien Tower" (where our heroine will live) were made according to the principle of modularity, so that then you can assemble the location like a lego constructor, but without instructions)

A small slice of the final location 👇🏻

Worked on the lighting and design of existing locations (the item is short, but a lot of work has been done!)

We didn't forget the table! Tell me it looks cool!

And here's the thing about animations! For our game it is planned to create 28 unique characters (maybe we will make more!).
And as they are being created, the problem of different sizes and proportions of the characters themselves has arisen.

There would be at least 10 animations for each character, which would mean that the finished project would have at least 300 identical animations for the same skeleton, but with different proportions. In our conditions of production under VR it is extra weight and human labor, which we wanted to get rid of.
Attempts were made to make do with a single skeleton, without paying attention to the proportions of the character, they led to funny results and this idea was immediately crossed out of the possible options.

After some time we came across a solution that allows us to retarget animations in real time. This means that we will only need to store animations for one character, and on the rest we will only copy them in real time.
This system has not been implemented yet, but we are actively testing for FPS reduction, so far, however, no reduction has been noticed( We will get to this issue in the near future and we sincerely believe everything will work out with this system!
In general, the month of development was full of creativity, improvement of mental and teamwork. We try for you!

News!

🌟 3D Art Innovations:


• We're thrilled to reveal that we're expanding our in-game arsenal with a variety of weapons.
• Following the introduction of a customizable pistol, we're now developing an automatic rifle. We're currently finalizing its geometry before moving on to the painting phase.
• This addition is set to enhance the combat experience with more tactical options for players.



🎨 Level Design Breakthroughs:


• Our team has revisited the modeling of one of the upcoming locations, refining its design and layout.
• We've updated the Whitebox models, adding vibrant colors and meticulously planning architectural elements and props.
• We've also introduced interactive gameplay scenes, further immersing players in our dynamic game world.


💻 Coding Advancements with GAS Integration:


• We've successfully adapted the Gameplay Ability System (GAS) to suit the unique requirements of our project.
• This integration includes a character progression system, featuring a skill tree with four distinct abilities.
• GAS allows for the creation of versatile effects and conditions, applicable to the player, allies, or enemies.
• The system’s ease of management enables our programmers to focus on other areas, delegating skill assembly to game mechanics specialists.

Wow! News!

🎨 3D Art and Visuals Update from 3D-Den:


• Our 3D artist "Den" reimagined a game location from scratch after initial trials.
• The new location boasts superior optimization, achieved through the extensive use of tyl textures and trips.

• Props have also been redesigned, using a single texture set for enhanced visual coherence.


🌟 Level Design Improvements:


• We've dedicated considerable effort to refining lighting and spatial arrangements in the Laborotoria location.
• These enhancements mark a significant step forward in our level design, paving the way for the next stages of development.
Stay tuned for more updates as we continue to bring the dark and thrilling world of Dixotomia to life!


🎮 Indie Festival Visit in August:


• Our team had an exciting visit to a local indie festival celebrating anime, games, and subculture.
• We introduced VR to many enthusiasts, and even one of our developers experienced Dixotomia in VR for the first time!
• The response was overwhelming with numerous attendees eager to engage in VR shooting.
🔧 Future Plans:
• We aim to expand our VR setup, currently equipped with two Oculus Quest 2 headsets, for larger exhibitions.

Stream with developers: new demo Dixotomia VR

Hello, on October 27 at 21:00 we will show you the gameplay of our games, updated models, weapons and interface.

See you on the stream!

New Demo «Dixotomia»

"The most important change - the Demo version has become completely standalone! Previously, a PC was required to play it. But now you can simply download it to your headset. You can play it on Oculus Quest 2/3/Pro and Piko 4. The game weighs only 400 MB - because optimization is one of the key elements of the project.

FPS


Developing applications for Oculus Quest, and for VR in general, requires maintaining a stable high FPS. To determine the exact figures, we used Unreal Insights in conjunction with RenderDoc - and achieved excellent results. We also increased FPS in the most complex location by about 100% thanks to occlusion optimization.


3D


The optimization process wouldn't be complete if there were still high-polygon 3D models in the project. That's why we completely redesigned the locations: Lobby, Hall, Training room. We built all the walls-floors-ceilings from scratch. We created more than 100 new props. We optimized the existing ones and placed them differently in levels to ensure stable FPS.


Code


Inside UE, the following were reworked:

Movement system.
Now the character can walk not only on flat horizontal surfaces but also on inclined surfaces, including stairs. Additionally, the character can now fall from great heights. The standard movement system does not provide such functionality in VR, and we added it.
Teleportation.
In addition, we added the ability to change the teleportation direction, and now the character assumes the correct position after teleportation.
Collision system.
Now the character smoothly moves away from walls when colliding with them with the head.
Inventory and quick slots.
We reworked the character's inventory, removed unnecessary items from the item grab component, and changed the appearance.
Weapon reloading.
A damage system and reaction to taking damage were added.


Game design


In the final part of the demo, RB was replaced by Duncan - the main antagonist of the game. In addition, Duncan himself was remodeled, given new animations, skills, and a behavior tree.


As well as a thousand other minor edits and changes that would take longer to describe than to implement.
We look forward to seeing you on the steam stream on October 26!

News

"The third intense month of development is coming to an end! Let's share our impressions and thoughts.

The main focus of our work remains on optimization, location assembly, lighting setup, modeling-remodeling, and other small tasks. It's a daily effort that involves all project participants 😅 Nobody is left without work!

"LOBBY"


Last month, we transferred elements of previously completed locations to a new repository. We also created many things from scratch. In addition to new architectural objects such as walls, ceilings, floors, and columns, we expanded the variety of props, so the locations now feature updated furniture and environment items.



We worked on the Training Room and the Lobby. And now, we can proudly say, "mission completed"! In August, we will start something new))

Besides props, lighting plays an important role. The lighting in the "Lobby" underwent a complete overhaul, making it a delight to observe all these highlights and shadows now))

ps. It really looks amazing!



CODE


In addition to the visual aspects, significant work was done in the code. This month, we completed quite a few important tasks, mainly related to improving the current functionality, identifying and fixing bugs.

-Collision System
We improved the collision system with obstacles. Now the character smoothly moves away from walls upon collision with them.



The system also works well with flat surfaces like tables, where the character could dive into the surface and cause the collision system to behave incorrectly. After all, how do you move the character away correctly when the system is set to move LEFT-RIGHT, but the character moves TOP-DOWN? Well, now it should work correctly.)

We also encountered some difficulties with how the new collision system interacts with the system of movement on inclined surfaces. But it seems we managed to make them work together.

3D


Today, we'll throw a pebble through your window))

A beautiful stone in the middle of the lobby. Take a look, the logo is bright too. We also redesigned it several times))

Ahead of us is the work on creating a new location! It won't be included in the demo =P
But we won't stop sharing news! So, expect a new update in September! Have a successful last month of summer! See you!"

News

Dichotomy. Bullet 2/18

First things first!

The month of June marked the beginning of migrating old locations to a new repository. The first one to undergo the transition was the starting location codenamed "Training Room." We worked hard and voila! Now it can be experienced on the Oculus Quest 2 without being connected to a computer!

We put a lot of effort into maintaining a stable frame rate, which is crucial for a smooth immersion into the world of virtual reality, and it seems like we succeeded!

"Training Room"


During the transfer process, the entire location was completely reworked. We used new textures, created new environmental elements, and improved the lighting sources. The core concept of the map remained mostly unchanged, but the visual aspect came alive with more vibrant and saturated colors.

To start, our 3D artist extracted all the unique objects from the location to understand its composition.


All the unique objects. There are already 35k polygons in the scene, and each object is a unique instance. And almost every one of them was reused multiple times in the location.
They carefully studied the structure of the location and gradually remodeled it while optimizing it simultaneously. We decided to model modules (representing cubes with objects) from which the location could be easily assembled. As a result, the location was optimized tenfold, making it easier to read and understand the placement of objects.


CODE


Apart from the graphical achievements, we also made logical improvements. A lot of work was done to create a mission manager. This manager tracks the progress of the current task. This approach adds complexity to the production process, but in the long run, it provides advantages. Now we can assemble new missions like building blocks, where each new component is added to the previous one, forming a chain.

It used to be like this)
Now the task is a separate entity that tracks progress, manages the process of setting up the route points, and provides results. Whether the task was successfully completed or not))

During the transfer process, we experimented a lot with the number of rendered elements, polygons, and materials to reduce the number of milliseconds spent on rendering. Now we have thoroughly studied the device's features and limitations, and we are ready to start creating the next locations!

"LOBBY"


In addition to the transfer of the "Training Room," we also worked on another location called "Lobby." We completely remodeled and optimized the environmental models. As a result, we managed to remove thousands of polygons and numerous unnecessary texture sets and materials.