Just a tiny update which fixes the level progression issue some users were having.
Cheers,
Mark
v1.0 and the road ahead
Hey everyone,
version 1.0 is out now :). It brings 7 new levels with 3 difficulty settings each.
With this update, Grav|Lab transitions from Early Access to Full Release, but that doesn't mean the updates will stop! :)
For the coming months, I am planning to release more levels via the built-in Workshop and add more features and probably a bit more polish to the existing gameplay.
I'd like to thank everybody who played Grav|Lab during its Early Access phase. The game would have been very different with your feedback and input :).
Cheers,
Mark
v0.99 available now
The Gravitational Testing Facility & Observations would like to welcome you to our new lunar testing facility.
[Highlights]
new intro environment
new reception environment
new level environments
[Level Changes]
recreated most Basic Testing levels and changed sequence
[Item Changes]
new item: bouncer (in Professional Testing)
new item: tubes (for level creators)
new item: spinner (for level creators)
spawner has now a max number of balls produced
signal generators have now a speed setting and clocks are synced
upgraded acceleration tube (removes inconsistency added by the tube)
signal generator has now a better indication on when it is off
gate can now be set inverted or not inverted
[Community Features]
level editor with progression indicators
custom workshop (experimental)
[Misc]
balls now make sounds
music player
camera can now tweet gifs (need to be saved first)
hand smoothing
[Quality of Life features]
level progression save
height offset
miniature mode (experimental)
[Game Changes]
new intro environment
new reception environment
new level environments
new audio for each level
[Menu Changes]
new graphic options
new startup dialog for graphics settings
controller labels turned off by default; added proper tutorial cards
New Website with Highscore Lists
Hey Folks,
I have been working on a new website that will list all campaign levels and display the highscore lists: http://gravlab-game.com/included.php
Let me know what you think :)
Grav|Lab has native Oculus Runtime Support (for Rift w/ Touch)
Just to prevent a little bit of confusion:
The Steam version of Grav|Lab has support for both native OpenVR and native OVR. This means when you play Grav|Lab with a Vive connected, it uses the native OpenVR runtime and when you play it with a Rift, it has access to the native Oculus runtime.
The Steam version has also access to Steam Workshop.
Happy Touch launch everybody :)
EAv9 - The Performance Update
Hey folks,
EAv9 should be rolling out over the coming hours. This update mainly focuses on performance. Performance was good to begin with, but now it should be even better!
If you're running a GTX970, you can probably run 4x or even 8x MSAA on the "Fastest" graphics setting with 1.0 renderscale. This is obviously dependent on the level.
If you have any faster card, you should be able to crank everything up to the max and even run high multipliers for renderscale.
One of the main reasons for further performance improvement was the new level editor I am working on. Eventually, players will be able to build their custom environment and while the stock levels are quite minimalist, the performance headroom will greatly help in large custom levels.
This update also adds icons for the level editor & sandbox parts as well fixes some of the level saving issues.
EAv8 - The Workshop Update
Here is a quick video to show how you how to access the workshop and how to publish levels:
https://www.youtube.com/watch?v=x-4xYWoJP9I
Hey folks,
it is finally here - Workshop support! This initial support will allow players to share levels with another. You can also sort and rate levels. Some of the top rated levels will eventually make their way into Grav|Lab as bundled levels.
I am looking forward to playing your levels!
EAv8 - The Workshop Update
Hey folks,
it is finally here - Workshop support! This initial support will allow players to share levels with another. You can also sort and rate levels and please do so! Some of the top rated levels will eventually make their way into Grav|Lab as bundled levels.
Here is a quick video to show how you how to access the workshop and how to publish levels:
https://www.youtube.com/watch?v=x-4xYWoJP9I
I am looking forward to playing your levels!
EAv6 aka "The Difficult Update" - New Features & Changelog
Hey folks,
I just pushed a new update which adds 3 difficulty options to each level. For some levels. A level's difficulty setting changes the number and availability of spawnable items, i.e. an easy level could allow an infinite amount of a certain item, while harder levels restrict the number.
This update also enables level progression, meaning harder levels and difficulty modes will be locked until the previous level or difficulty has been unlocked.
There are also some minor changes in the level editor to reflect the new difficulty settings.
And last but not least: The hand menu has now a quick toggle to turn off collision of holographic balls. This can be useful if you're fine tuning certain parts and don't want balls to clog up the path.
Level Editor Tutorial [Preview]
This is a quick tutorial for the built-in level editor of version EA5. There will be changes to it in the future, so if you have a different game version, please check if a new tutorial is available.