Gladius VR cover
Gladius VR screenshot
Genre: Fighting, Indie

Gladius VR

Patch 1.06

Hi!

I uploaded a small update, here are the changes:

  • Added Main Hand Option: You can now choose your right or left hand as main hand in the options menu. This will swap the trackpad and the menu pointer to the right or left controllers.
  • Teleport limitation around enemies: will not allow to go less than 6ft (180cm) for gladiators and 8ft(240cm) for Minotaurs. This will make it harder to beat enemies with a hit and run tactic and force swordplay (specially against the Minotaur).
  • Oculus Touch Snap Turn increased to 45 degrees by default: You can modify this in the options menu, and set it to 10, 22, 45 or 90 degrees.
  • Fixed all shields attachment positions, for left and right hands.
  • Improved detection of sword lower hits from enemies, that made some attacks on the player impossible to block
  • Lowered speed required to get red hits from 1200 to 1100
  • Improved blocking animations from enemies
  • Improved position of player's body hitbox
  • Surround movement from enemies is more stable (no more high frequency change of direction)
  • Fixed stands in the Colosseum that would allow players to go beneath them.
  • Enemies can now be hit on the ground when dead (no visible damage included yet, for now only blood spurts)
  • Fixed Oculus touch continuous vibration when reaching for a weapon
  • Fixed error with belt that would store the left weapon when right trigger was pressed.

Cheers!

Patch 1.05

Hi Everyone!

I just uploaded a new patch, here is the list of improvements and fixes:


  • New Leaderboard! We can finally fight for our glory and fame!! :D The Leaderboard tracks the maximum money earned in "The Games", and works as follows:

    • Every time that you start a "The Games", the day score is set to 0 (i.e. every time you open Day 1 or Day 2)
    • When you Finish the day alive, the day score is sent to the leaderboard, and you have two options: continue to next Day, and add even more points if you survive the second day, or return to Lobby. If you return to the lobby the current day score is reset.
    • If you die, the day score is reset.

  • Money system: Added new money system to reward players at the end of each day with money based on their performance on the arena. In addition to the leaderboard, I will use this money in the future to buy or upgrade weapons.
  • Steam Integration: I only use the Login Name for the leaderboard for now, but I will add Achievements in the near future. BTW What achievements would you like to see in the game? :)
  • Collision improvements:

    • Enemies no longer block the full body when they are trying to protect themselves. This feature made a lot of players feel hit boxes were not accurate.
    • Location of blood spurts and sparks on impact greatly improved
    • Better control of shield hits to enemies
    • Sword master: added missing hit box (left upper arm was not registering hits)
    • Minotaur: improved hit boxes

  • Swing mechanics improvements: Damage is now proportional to the speed of the controller as follows:

    • No damage (speed < 200) = 0%
    • Slapping (200-450) = 10% weapon base damage
    • Normal hit (450 - 800) = 100% weapon base damage
    • Strong hit (800 - 1200) = +115% weapon base damage + Visible white trail
    • Very strong (>1200) +150% weapon base damage + Visible red trail + Extra blood when hit
    • Please let me know what you think about it!

  • Swing mechanics improvements: Additional controls to ensure only one hit is registered every time the sword enters the body of an enemy.
  • Oculus Rift Improvements:

    • Menu is now mapped to left menu button. You no longer need the combination of grip and trigger! :)
    • Weapon orientation to hands fixed, now they are aligned with touch controllers
    • Added touch controllers meshes instead of vive controllers
    • Virtual hands are disabled by default, you can enable them in the menu but they still have the orientation and pose of the vive.
    • Very basic snap turn with right trackpad

  • Bow:

    • Arrow damage increased from 20 to 30 and head hit multiplier to from x5 to x6 (now an arrow instantly kills anything but the minotaur if hit on the head)
    • Activated continuous collision detection in arrows to improve accuracy of hits

  • Belt:

    • Added a vibration when able to release to the back
    • Fixed not being able to place a weapon in the belt even if the slot was empty

  • Fixes:

    • Being able to hit enemies while teleporting through them is no longer possible
    • When killing an enemy blood would not come out of hit location
    • Spartan sword tip not registering a hit
    • Weapons on the floor no longer cause damage



As always, if you have any feedback, requests, or bugs you'd like me to look at, please let me know here or in the forums.

Thanks!

Patch 1.04

Hi everyone,

I've been working during the past weeks on a new update with many improvements, here is the list:

Improvements



  • Inventory! You now have the possibility to carry additional weapons, shields and food to the arena. You now have 2 slots on the hip for weapons and food, and 1 slot on the back to store bows and shields.
  • Team fights (new training modality): Now you can fight with other NPCs side by side in the training arena (they wear red arm bands).
  • New Units:

    • Lioness: Will spawn randomly whenever tigers spawn
    • 2handed skeleton: Deals more damage and has more armor

  • New weapon: Bow

    • Still working on it but you can already try it and give feedback. Barbarian invasion level will feature bows as main weapons.
    • Damage is proportional to the hit location - Head deals x5 damage (e.g. will instantly kill a gladiator, but not a legionary)

  • AI improvements:

    • New behavior to select best attack, position and launch attack: All enemies have now predefined distances for each attack, and will position at the right distance before launching it. This should avoid getting enemies inside you.
    • First version of surround enemy implemented.
    • First version of avoid hits implemented.
    • Enemies now target the closest enemy. Once selected, it will re-evaluate every 2s if still the closest target and change it accordingly.

  • Improvements in damage and collision models: the amount of damage received from enemies should be much more consistent, and it should be much more difficult to get hit through the shield or after blocking a hit with the sword.

    • Enemies only deal damage if an attack animation is ongoing.
    • Enemy damage is deactivated if enemy hits a sword, shield, a body or is hit/knocked.
    • Enemies will only deal damage to hit boxes of type "body".
    • Enemy Foot only deal damage if kick animation is ongoing. This should fix the "being hit over the head" bug.

  • Spawning:

    • New spawning algorithm checks if there is a unit or the player at the spawn point, if so will try to find an available spawnpoint.
    • Increased the numbrer of spawnpoints in training arena and main arena.

  • Minotaurs and skeletons now run if player is far away
  • Swing mechanics: Improved weapon detection in the NPC body
  • Slightly reduced difficulty of normal (less units to kill as now they are tougher)

Fixes:



  • Fixed anoying sound of swords clinging when opening the menu in the lobby
  • Sometimes enemies would not spawn in random ending the fight with no more enemies
  • Shield and bow sounds reduced
  • Fixed end of spawning in Training random mode
  • Fixed battle axe not unlocking in training mode when winning against all enemies in random.
  • Fixed Tiger not attacking in random training mode.
  • Fixed lowerleftleg capsule not being hit.
  • Reduced size foot hit box in gladiator, legionary, and swordmaster.
  • Weapons only make sound if velocity > 200.
  • Improved strafe movement of gladiator in 45 and 135 degrees.
  • Fixed being able to hit enemies while on pause.


Thank you very much to all the testers that volunteered and helped!

I'm also working right now in the new level, Barbarian Invasion, which should be out soon :)

Long Sword fixed

Hi!

I uploaded a small update with the following fixes:


  • The Long Sword is doing damage again
  • You will not be hit if you teleport through an enemy


Cheers!

Small update

Hi Everyone,

I uploaded a small update.

Improvements

  • Oculus Rift is now supported:

    • To open the menu press the trigger first, and then the grip (in that order!)
    • To Teleport press A/X
    • To Slowmo press B/Y
    • Grip and trigger work the same
    • For the moment you will still see the Vive controllers in the game.

  • Hot Swap and Quick Grab functions added: If you press trigger when an object is highlighted:

    • If you already have a weapon, it will swap them
    • If you don't have a weapon, it will attach and automatically lock the weapon to your hand

  • Trackpad speed configurable: you can now set the speed in the options menu

Fixes

  • Fixed the "not being able to eat" issue
  • Removed the shield sound from the Tiger
  • Fixed orientation of the Long sword when attached to your hand
  • Fixed cross X not showing pointer on the helper menu
  • Fixed spawned weapon was not matching gladiator weapon when cutting their arm


That's it for now, more coming soon!

Gladius on Early Access!

Hi Everyone!

Gladius is finally open for Early Access! I’m super excited to finally open the game to the community and invite all of you to participate in the development process.

After several months of intense development, the game is now in a stage where is fully playable, the basic mechanics are complete and has 2 full levels, a training arena, several weapons, shields and helmets to choose, and 6 different types of enemies.

But the we are not done yet! We still have a few more months of development ahead, so all feedback and opinions are more than welcome. I will review and answer every comment in the forums and Reddit to make sure that your opinions are considered and you have a say in the direction of the game.

Next steps are:

  1. More content! The next level, Barbarian invasion, will feature two new enemies (archers and barbarians), new weapons, as well as some sort of cooperative play with NPC characters.
  2. Better combat gameplay: Another area where I will be working will be in making combat as realistic as possible. Dodging and parring of enemies are next, as well being able to do all types special combos (grabbing them, better stabbing, etc). Badassity it’s always important! :)
  3. Improved physics: Although the game already plenty of physics interactions in the game, we are not there yet! More updates on this area are coming soon.
  4. Your feedback! This is a game that must be built for the VR community, so if you feel that the game needs to take certain direction, have a crazy idea, or want to include/modify any feature, please let me know!



Finally, I want to thank the beta testers that have been patient enough to go through the initial versions of the game, and have been kind enough to not classify my emails as Spam, although I gave them all the reasons in the world to do so. :)

See you in the arena!

Releasing on Wednesday Dec 21, 2016 @ 8:00pm PST!

Hi Everyone!

We finally have a release date! The date is set for DEC 21 at 8:00pm PST.

The game will be released for Early Access and will be playable with HTC Vive.

Cheers!