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Genre: Indie

Protonwar

Protonwar, this week. 29/07/2017




Hi Guys! ːsteamhappyː

I wanted to make this post here just to go over some things that will be coming up in the next patch.
It has involved quite a lot of work and testing so the patch will not be out till late next week. But it will be worth the wait!



First off, i have been working on some of the levels and have changed the layout on Abyss to make it flow a bit better.
I have also started rebuild Castle, however that will take some time....

Changes to 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




Secondly, I have been doing considerable work on the AI to improve bot play.
This has involved changing the way that i deal with the behavior, and in the process i have fixed up quite a lot of bugs. You should start to see the bots retreat more, and deal with their weapon ammo a bit better! :)

Third big one,
I have decided to remove the reload clips system, and go back to the way it used to be.
I initially added it to slow the game play down a bit, but i think it's not right with it, it's not what i set out to do with the game, so it's back to being single clip like Quake/UT.

Fourth biggy;
I have been spending considerable time balancing the weapons better, and tweaking the locational damage. I still have quite a bit to do here, which is why there will not be a patch till next week, it's something that needs to be done right.

Smaller things will be, lots of optimization to things like particle effects, HUD tweaks, and i have fixed a bunch of bugs that i discovered in CTF and DOM modes.


The patch should be out about mid/late next week, i'm looking forward to spending a bunch of time playing it with the new balances!

After this i will be focusing on some of the levels, particularly Castle, Aerowalk, Hazardous and Trinity (all the ones i consider far from finished).
I will also be investigating more changes to the networking / hosting situation and matchmaking solutions.


Thanks for the interest!
Have a great weekend gaming! ːsteamhappyː

Protonwar - 0.45, Grips and bits



VR;
Weapon grip VFX added for secondary grip
-All grip hand positions tweaked
-Fixed hands on menu character on Rift
-Fixed animation bug that occurred with a Rift user connected to a Vive users server
Snap turn added for seated VR mode, gamepad shoulder left/right
Tweaked teleport transition
Added "Low" settings preset for VR recommended Low settings
Corrected all control preset images for all platforms
Seated VR ingame menu now has mouse and head control of cursor

All;
Fixed settings menu bugs (nonvr)
Tweaked 1p weapon meshes (nonvr)
Fixed bugs with power up's, new powerup vfx
Improved all Weapon sounds attenuation and spatialization!
Horde AI performance improvements
Optimized all pickup meshes and materials
Optimized all particle effects
Optimization of Swamp Lands map (still more to do...)


-Gozu, Out.

Protonwar - 0.40HF1; New Recoil and Much improved Network performance!

First off,
A big thanks to all the community for the comments/requests/feedback recently. It has really helped improve the game :)
Its great to see people enjoying it! :-)




Big Changes;
Added new recoil system, doublegrip to minimise
Added option to disable the jump on vive trackpad / rift joystick
Improved network replication, fixed jitter, now buttery smooth
Changed strafing behavior, now behaves like Pavlov/Onward...
Upgraded to Unreal Engine 4.16 (stability and performance improvements)


Minor changes;
Bumped walk speed up a little again
Increased Rocket damage radius
Increased Photon radius and damage
Increase Stapler damage
Fixed bug with Instagib non-vr
Fixed menu bug with mutators staying applied until restart
Fixed bug with flag drop for AI in CTF modes

Known bug note;
There is a known bug where it is not displaying the font for your selection in the montion controller presets.
It is still applying the settings correctly, just not printing the text on the button!

Level changes;
Updated Ruins with "fade" affect on the fence, this looks much better *if* ASW kicks in
Ive also added some bloom/god rays into Ruins and SwampLands, these only show up with "High" post effects, if you dont like them set your post settings to medium :)


Go team!
-Gozu

Protonwar - 0.40 - Swamp Thing!




New Level! Swamp Lands!
Can you dominate the swamps with the sniper rifle?!





Improved foliage and landscapes on Overgrown maps
Improved performance on Overgrown maps
Added foliage quality slider in options, 0 = low/off, 1 = med (vr default), 2 = high, 3 = epic







Pickups now have a glow corresponding to the weapons color;






Cleaned up all aliasing on space levels and reflections
Improved animations
Network performance tweaks
More weapon balance tweaks

Updated controller options;
Single controller presets added (great for arcades while charging controllers)



Option added to disable or enable slide direction from the rotation of the controller (recommended is on, when off, your direction comes from the direction you are looking)


See you in the swamps! :)
-Gozu




Protonwar - 0.36

Hi Guys!

This patch, while it may seem small has had a lot of backend work gone in around bug fixes and performance improvements.

We also now have a flash podium at the end of the match!

Here is a list of the notable changes:
New podium for end of match!
Improved visibility of self on scoreboard
Increased sniper scope resolution
Added smoke to most muzzle flashes
Added smoke to all shell casings
Improved Reaper effect
Decreased wall run length (non vr)
Improvements to DM-Castle
Lighting improvements on Aerowalk, Ruins-Night, Hazardous
Balance tweaks on AI, and AI performance improvements.

GLHF!
-Gozu

Protonwar - 0.35 - character selection




New character selection and player stats menu!
Bots now choose random character
New sniper scope
Improved arm stats hud, now is very easy to see when double gripping weapon
All huds optimized and improved with better hit notification for VR modes

And finally, Lots of small fixes and cleanups for non vr, and also the usual, more balance tweaks :-)

Enjoy.
-Gozu


Protonwar - 0.32 - Location Based Hit Damage



This week brings a couple of more changes to the core gameplay based on some of the community feedback (keep it coming!)

The damage that your weapon deals is now based on where you hit the character, so those headshots are so much more important now!

Here is the current setup;
Headshot - 200%
Arms and Legs - 50%
Body - 100%



This means that, for example a headshot will do 2x the normal damage, with any weapon, and the further away from the center of the head you get, the damage decreases from there.

We have also bumped up the walk speed a little bit, and spent more time tweaking the advanced jump mechanic to make it a bit easier on the arms, while trying to keep it in a way that will still require skill to use well :)

You can use the advanced jump while on the ground, or while in the air, it will work until you get about 4 meters off the ground.


There is also a bunch of critical crash fixes for servers, that were noticed during testing.


The feedback from the community has been really great recently, and it is very appreciated!

Steady up!
-Gozu

Protonwar - 0.31 - Full Oculus support + Fixes



Full Oculus Rift support with Oculus Touch support!
-(just start per normal, "Steamvr" option from menu, but with steamvr not open, it will automatically launch the Oculus version if it detects it.)
Improved color profile on Rift mode, now looks better
Laser sight now has toggle options, defaults always on
DM-Hazardous has been completely revamped! (still WIP)
New mesh for flags, and tweaked effects for flag game modes
Fixed bugs with dropped flags in CTF and various CTF bugs
In Game menu improvements for Left Handed players
Wall Run character is now the default for Non VR

Balance Tweaks:
Increased energy regen speed on Advanced mode character
Increased shotgun damage, increased knockback
Increased photon gun damage
Increased sniper rifle damage, increased time between shots, decreased max ammo and clip size...

The weapon balance is still a work in progress, as i have been getting quite a lot of feedback on this recently. Getting better!


Enjoy stealing some fresh flags!
Happy Easter!
-Gozu







Protonwar - 0.3 - Game Modes!



Back again, with more patchy goodness!



Added Capture the Flag game modes!
Added Domination game modes!
Added native support for Oculus API (no confirmed touch support yet, that will be official very very soon)


Fixes:
Improved HUDs/Scoreboards for Team Modes
New effects for Double Damage power up
Improved weapon fire animations for characters
Added Double Damage into OvergownXL
Rebuilt all geometry in DM-Abyss, much better performance now
Rebuilt all foliage on Overgrown maps to improve performance
Fixed collision bugs in DM-Abyss
Fixed bugs with UI staying open at end of match in non vr
Fixed volume on voice chat
Fixed bug with camera not fading out when using "quick match" "single player"
Fixed bug with AI skill getting set wrong under certain conditions!

Balance tweaks:
Increased assault damage ever so slightly
Increased shotgun damage ever so slightly, also added targeting for shotgun which decreases max spreed to 50% of max spreed
Increased damage radius on grenades
Increased photon damage (might still need a bit more...)
Tweaked the "Speed Boots" mutator to be a bit slower, and also tweaked its affects on AI.
Increased character base speed ever so slightly

Have also added the teleport back into advanced mode, its good for ctf.
It is nerfed a bit now how ever, you now spawn with 100 energy, each teleport uses 50 energy and then takes a while to charge up, this means you cannot just teleport across the entire map...

Official servers are now running CTF, as it is the most fun mode.
Art work on flags etc is just place holders atm, will be replaced shortly.


Enjoy stealing some flags!
-Gozu

Protonwar - 0.21 HF1 - Small fixes everywhere for everyone

I'll save on the large notes for this patch as it includes lots of backend fixes and bug fixes for all modes.


You now spawn into the match, it will ask you to press fire to start. One of the players just has to pull the trigger, then the match will countdown and start.

Main user facing fixes are improved HUD for all VR modes with better notifications, including timer notices for 5 minutes remaining, 3 minutes remaining, and 1 minute remaining with announcer calls.

I have also now linked up the Trackpad with yaw controller schemes so that you can adjust the speed. This can be set from the input tab under "Trackpad / Gamepad / Joystick" section, These sensitivities apply to all those controllers.
These settings will have been reset in your save. (just the sensitivity ones)

I have also modified the "Speed Boots" mutator. This now will let you walk at 2x speed, incase you feel like you want a faster speed ;)

I have also dropped the default graphics settings, and the "medium vr" settings to be a bit lower.


NOTE: i really do not personally recommend playing with faster walking speed, or playing with yaw, yaw is particularly bad.
this control mode will likely cause motion sickness for a lot of people, if you get any frame rate stutters when turning, it can be a bit rough, so be warned!

In order to have a motion sickness free experience i recommend,
playing with the graphics settings set from the medium button
playing with full 360 tracking
playing without yaw (default settings should be fine for *most*)

and if it's still causing issues there are teleport only modes that should be good.



Enjoy!
-Gozu