Hi Team,
Happy to say that Protonwar now has left early access!
Everything was updated with a 1.0 build recently!
There is also a new demo, and a new small trailer for your viewing pleasure. :)
Post launch support planned is, at least 2 more levels, at least 2 more characters, at least 2 more melee weapons.
There has been a discord channel set up here: https://discord.gg/GYxb74a with some people looking for games.
I hope that you enjoy your VR Arena FPS experience!
Thank you for your support, it is truly amazing and humbling to see people enjoying the game!
-Best,
Gozu
Protonwar 1.0 Preliminary release!
HI guys im very happy to announce that Protonwar 1.0 has been uploaded and the servers have been updated.
I have pushed this patch up with a lot of fixes and performance improvements so i decided to to a preliminary release of the patch before leaving early access in a weeks time!
This patch purely focuses on fixes, and polish.
I hope that you enjoy the game! and hit us up in the forums if you feel like talking! :-)
ːsteamhappyː
-Gozu
Protonwar soon to be leaving early access!
Hi Team!
Just a small note to let you all know what is going on!
I have been hard at work on cleaning up some remaining bugs, polishing, and optimizing everything in preparation for a 1.0 release.
I have decided that it is time to take Protonwar out of early access, and if all goes to plan that will be happening in 2 weeks time.
I will still be rolling out updates after 1.0, as i would still like to add more characters, more melee weapons, and a couple more levels.
It's been a fantastic journey so far and id like to thank you all for choosing to support Protonwar early access!
Here's to many more frags in the future! ːsteamhappyː
-Best
Gozu
Protonwar - 0.9 - Powerups
More power ups have been added (be careful with the jump boots!!! :P)
At the start of each match the server will pick a random powerup and spawn it at a random location! This should spice up the matches a bit. If anyone wants any more powerups, i will see about adding them to the game. :)
Bugs bugs bugs! Lots fixed.
There will be roughly one more patch before leaving early access about this time next month!
VR is, in my opinion the future of gaming and i cannot wait to see it grow, its amazing to have seen it from its infancy in 2013 with the DK1, to what we have now, in both hardware and software.
Thank you for all the support and ideas for the game over the last year and a half and I hope that you enjoy the game
:-)
-Gozu
Protonwar - 0.8 - General fixes and Castle remake!
DM-Castle remade, level is now more open, and everything is wider, better suited to VR.
Reworked all AI.
Fresh new impact sounds added for every thing.
Polish polish polish! And bug fixes.
Enjoy!
Merry Christmas and Happy new year!
:-)
-Gozu
Protonwar - 0.7 - Standing VR vs Seated VR vs NonVR!
Protonwar - 0.7 - Standing VR vs Seated VR vs NonVR!
Thats right, you can now play any mode, any mutator, on any device, all against each other.
Thank you to the members of the community that helped with testing, your feedback is much appreciated! :-)
Enjoy!
:-)
-Gozu
Protonwar - 0.65 - Fixes and map votes!
New patch is now live!
Here are some small patch notes: Added map vote system at end of match, it works similar to Quake Champions,
The server randomly chooses 4 maps, players vote for the map they want.
(vr users will be presented with the same cursor they use to navigate the menu, you just select your vote just like the level selection screens...)
Cleaned up targeting hand IK and non-vr hand ik
Fixed crouch animation bugs non-vr
Fixed collision bugs letting spectators move outside of certain maps
Fixed bug with footstep sounds not playing when using Melee weapon
Fixed bugs with spectator ready notice
DM-Abyss has had some lighting changes and layout changes....
Enjoy!
:-)
-Gozu
Protonwar - 0.6 - Melee Combat Update!
ps. Wrist Straps. I highly recommend that you now use the wrist straps that come with your vr controllers, if not already!
I also recommend turning on show gaurdian for oculus, and show chaperone for steamvr if that is what you use! :-)
MELEE COMBAT! Im so excited to announce that Melee combat is finally here!
Each character gets 1 selectable Melee weapon, which can be choosen from the character menu.
Each weapon comes with unique characteristics.
Use your Melee weapon to block projectiles, or to damage your enemy, or simply just humiliate your enemy by attacking their ragdoll after you take them out ;-)
The damage is dependant on the velocity of the hit, and the shape / size of the weapon you have chosen.
In vr you get 1-1 sword movement as you would in real life, with proper IK so you see exactly where your enemy's sword is.
In non vr there is 6 differnt attack types, Up left, Mid left, Down left, Up right, Mid right, Down right.
Because its really really fun, there is also a mutator for Melee only mode!
NEW GAME MODE! - HUNT THE FLAG There is now a new game mode called "Hunt the Flag" (rabbit)...
It is a Free for All game mode, at the start of the match a flag is spawned at a random location on the map.
Players get 1 point for a kill, as normal, but get 2 points for a kill when holding the flag.
While holding the flag players get given a point every 3 seconds.
Person with the most points at the end of the round wins.
This will now be the default mode on the official servers.
There is also a new flag, which gets holstered onto the character when carrying. 8-)
WEAPON WHEEL, NO MORE... The weapon wheel has been removed, as it was the #1 complaint.
On the vive you now can select your weapon up and down using the up and down on your primary hand track pad.
On the rift it is a bit differnt, The bottom button on your primary hand switches to previous weapon, the bottom button on your sec hand switches to next weapon.
The top button is still used for climb / special jump. This due to the grip being fine for climbing, but very clumsy for the jump.
Lots more!... Massive optimization passes on Overgrown, and Swamp Lands, along with some layout / item placement adjustments on Swamp Lands.
Lots of small issues have also been resolved, too many to list...
Please remember to use your wrist straps while playing, it will save the surprise of the controller flying out of your hand! (like mine! ;)
Have fun!!!
-Gozu
ːsteamhappyː
Protonwar - 0.51
Protonwar - 0.51
Climbing improvements and fixes, including a new indicator to show you where the climb is gripping from, Climbing can now be done from the grip button as well
Replaced rocket launcher and grenade launcher sounds
You can now shoot ragdolls... :)
Improved dedicated server performance and stability
Server browser no longer has LAN checkbox, it now just searches lan regardless
Tweaked all weapon posistions and scope posistions for non vr (again!)
New teleport vfx
Fixed teleport bug causing you to teleport to 0,0,0 occasionally
Fixed bug with stats (once they are looking nice and stable they will be reset and moved to an online system...)
Intro video no longer plays everytime you enter the menu
Fixed bugs and improved issues with network disconnections
Notes on network changes: If you are the client and the host drops, in either mode, you will be returned to the menu
If you are the host and your internet connection drops, you will be returned to the menu
If you are the host, and your network or internet connection drops, but you started the game using the "LAN" checkbox, nothing will happen (ideal for lans, or people with bad internet)
Aerowalk improvements and notes:
Over the last few months or so i have been in the process of rebuilding Aerowalk, It still is not complete but is playable and an improvement over what was there. It is very time consuming! But we will get there!
Thanks for your patience, and enjoy!!!
-Gozu
Protonwar - 0.50
Hi Team!
This weeks fixes focus mostly on balance, and AI improvements.
They apply to all game modes...
Change log:
Performance improvements everywhere, this should be especially noticeable on weaker systems.
Layout changes on DM-Abyss - Sniper area is now larger, and more open
- Red Armor area is now smaller
- Blue / Teleport room has been opened up a bit with less columns
- Epic health area has also been made a bit smaller
Weapon balance tweaks and improvements -Rockets cause more damage
-Grenades cause more damage
-Photon gun decreased damage, decreased damage radius, speed increase (perhaps, it is a bit too fast... its so much fun though!)
-Assault speed decrease
-Shotgun damage slight decrease
Massive AI Improvements and fixes! lots ;)
Weapons changed back to single clip / no reload system
Improved all capture logic for CTF and DOM modes
Improved all capture/neutralise HUD notifications
Performance tweaks to all particles, fixed timing issues with 3p muzzle flash on Assault (a bug is known with AI, due to some new changes, will be resolved very soon...)
Corrected female character weapon attach points, Tweaked male attach points
Tweaks to all HUDs, including new dynamic Hit Indicator, much easier to tell where you are being hit from now!
Horde spawn health changed to 80, health regen now kicks in at 25 health
Many more small things!
Focus for the next few weeks will be continuing work on the levels, and the introduction of some new weapon models.
I hope you enjoy the patch as much as i love working on this!