The latest hotfix update addresses the game difficulty being over adjusted and too easy in the previous hotfix, sound attenuation ranges have been extended on all SFX, some UI fixes and various other audio additions. Keep the feedback coming, especially with regard to game balance. Consider the current story mode level to be the most challenging, as following levels that are added will be added as more slowly paced intro levels with less creep diversity and basic tower selection.
removed some unneeded collision to BG level geometry
SteamVR plugin for Unity updated to v1.1.0
increased HP on tank creep by 25%
increased HP on troll medic creep by 20%
changed waves to 20 in story
wizard creep does not spawn until wave 8
increased wizard creed shield by 25%
increased range and attack power of wizard fire by 1
adjusted text placement on tower info HUD
adjusted text placement on pause and option menus
minimized Game Over HUD to avoid end game stats occlusion
fixed incorrect labling on SFX and Music sliders in story
added new audio cues for Orc spawn, all types
modified audio cues for Orc Deaths
added new audio cues for radar towers
added new audio cues for cannon towers
added new audio cues for missle towers
adjusted all SFX audio source attenuation volume range to 2000 units
changed death explosion EFX
improved AOE on Mini gun towers and Gatling gun towers
Known Issues:
Music slider effects all SFX volume
FPS tower mode is unavailable from HUD
Update 1.21 Hotfix Now Available
A small list of low hanging fruit hotfixes for some issues reported by players of the first release build. Some work done on balancing, but please report back on difficulty as we will continue to work on the balance of the random level creep.
reduced game dust particles by 90%
nurffed all creep types initial starting stats
- starting HP by 33%
- spawn per wave by 20%
- shields by 33%
- lowered creep starting speed by 50% - 70%
- wave increase hp deduced by 50%
adjusted perks menu to avoid tree occusion
adjusted position of tower selection menu and tower info menu on fire wand
added extra mountain geometry in BG
added health and shield indicators on creep
added damage point popups on damaged creep
added build indicators on towers
adjusted creep path to being in revised cave art
Orc Assault Launch Date Set May 10, 2016
We've been watching the roll out of commercial VR and the HTC Vive on Steam, playing all the great looking games already released, we are happy to announce officially that Orc Assault will be releasing on Tuesday, May 10.
On final design has utilized the full capability of the HTC Vive with room scale motion tracking and fully motion tracked hand controllers. We think that players will really enjoy the opportunity to interact with a room sized tabletop game using the fidelity of motion tracked input.
We have made some adjustments to the game play based on early feedback and by comments made on other Early VR games. With these comments in mind, we've raised the play area up 3 feet from the ground and added laser pointer visuals to the motion controls. We hope this this make the game more comfortable for all players, but let us know if these or any other features create discomfort for longer play sessions.
Orc Assault Complete Vive VR Support
We're happy to announce that we have completed the initial integration of the HTC / Valve Vive VR conversion successfully. The game is now fully playable at room scale (or as we like to call it rug scale) and transforms into a living board game that can be played both sitting on your sofa, or on the floor, or played standing. We can't say enough good things about the Vive lighthouse tracking system, which provided accurate tracking without camera movement, and accurate wand controllers that allow the player to navigate the UI in the game.
On September 17, We premiered the game on the Vive at Austin's VR Meetup and it was well recieved. We got a lot of great feedback that we're taking with us as we redesign several game elements, and improve user interation within the VR space. We will have more details in the coming weeks and months before launch about changes in level design and gameplay balance that will make the game even more immersive and fun to play.
Orc Assault Development Progressing
Hi Everyone, we wanted to post an update on the progress of Orc Assault. Development in progressing nicely, and we now have 2 separate game modes working in virtual reality with gaze based input.
We recently demoed the game at Austins VR Meetup and the reactions were very positive. We still clearly have some game balancing to complete before we think about a release of the game, but everyone was able to play our room scale tower defense game for the first time which was very exciting!
We currently are planning to have 4 separate 'zones' playable in the initial retail launch. We're also adding support for the Valve Vive VR HMD, which will allow players to experience the room scale game with motion tracking, no longer needing the camera controls that were added for the Oculus Rift version of the game.
Hopefully we'll have some in-game videos to show off the new levels and gameplay very soon.