Made it easier to grab the forward grip on the cut M14
Hidden M14 quad mag spawner now works properly
Fixed and re-enabled helmet tapping
Made it harder for guns to helmet tap and easier for ammo to do it
Fixed issue with slide & bolt releases not working
Fixed issue with open bolt weapons firing in semi auto
Fixed mosin and obrez
Can no longer fire M60 with the top cover open
Fixed issue with victory code playing multiple times when extracting multiple items at once in extraction
Adjusted jam chances on multiple guns and magazines
Static weapons work again
Snap turning with 'fast' settings now turns in the proper direction
Fixed ejection positions on M16 & XM177
I didn't work on any inventory or loadout bugs because the next test build will feature the revised inventory, so there will be a new system to work with.
Thank you everyone for testing and reporting bugs, it's extremely helpful and it speeds up development greatly. This build should run a lot smoother now that the guns are working properly, so I look forward to hearing about your thoughts and experiences with it. Good luck!
Test Build 1 for Update 1
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
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Highlights:
New Mission: Extraction
Find and extract a downed pilot who crash landed over an NVA-controlled island.
Basic Weapon Jamming
Added 'failure to feed' and 'failure to eject' malfunctions that are cleared by cycling the bolt again. Jam chance is based on the weapon and magazine, so some magazines jam more frequently than others for the same weapon. Additional malfunctions with more advanced clearing procedures are planned for the future.
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Other Changes/Fixes:
Smoothed & polished joystick stance adjustment
Tracers are now only fired every 3 rounds, and their visual length has been decreased
Blood/Injured screen effect should now fit certain headsets' field of view better
Fixed buggy ammo in Tunnel Rat's armory
Increased volume and priority of bullet cracks
Increased required pressure for M16 & XM177 bolt releases to trigger (Currently bugged)
Added ???? Mag????? ??? M14
Hid obstruction colliders from smoke grenades
Removed floating enemies on Gun Truck
Major optimizations to AI character + weapon meshes
Fixed minor material issues with multiple weapon models
Fixed crash on Firefight that occurred when the player got close to a trash pile
Possibly fixed collision issue that made player's hands get stuck around open APCs on Firefight
Removed buggy Obrez from Firefight
Added screen fade when Tunnel Rat is won and the mission is restarted
Lanterns can now be shot out
Fixed collision issues with several environment meshes
Optimized editor performance and workflows for future additions
Decreased loading time for Tunnel Rat substantially
Converted mono Vietnamese voice lines to stereo
Temporarily disabled helmet trigger because it kept falsely triggering
Fixed issue where bolts/slides could be grabbed when the main gun wasn't
Fixed issues with shoulder UI not disappearing
Fixed issue with helmet tap info not disappearing
----------
Conclusion:
There will only be one more test build for this first update, and it will include the Search & Destroy mode of the night map and the new inventory system. The images below shows the new pouches that the inventory will use, they'll function the same way as the rucksack does in the current build.
---
If you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and good luck!
If you'd like to participate in this test build, follow the directions below:
Right click on PunjiVR in your Steam inventory
Select Properties > Betas
Click on the dropdown box next to Beta Participation
Select the test_build option
--- Follow steps 1-3 then select the default branch to revert back to the base build
Roadmap & Plans
Note: These are the planned highlights for the next round of major updates, but minor additions, polishing, and bug fixes will also be included with each release even though they're not mentioned. Additionally, keep in mind that plans are not set in stone and that changes are to be expected. Overall though, this should give a good idea of what to expect for the future of PunjiVR.
---
Update 1:
New Mission: Extraction
- Locate and rescue a pilot that crash landed on an NVA-controlled island.
Revised Chest Inventory
- The new inventory will use physical pouches that are attached to your character's LBE webbing rather than the immersion-breaking floating spheres in the current implementation. Most importantly, however, the new pouches will work the same way as the rucksack, so you'll be able to store any item(s) into each pouch as long as there is enough physical space for it. There will be different pouches with their own shapes and sizes.
While the weight of your stored items still affects your player's speed and maneuverability, it will also affect how easy it is to access specific items within the pouches, so there will be an added layer of inventory management with this new system where you have to plan out not only where items are stored, but how you store them.
Basic Weapon Jamming
-
Update 2:
New Mission: Gun Run Huey
- The fan-favorite door gunner mission from PunjiVR Version 1. It will be set on a new map, there will be an option to switch your mounted M60 with a minigun, and you'll be able to use infantry loadouts (which will provide a fun challenge once sniper rifles are added).
Revised Weapon & Mission Selection
Item/Weapon Pose Offset Adjustment
- A manual way to adjust how items are held. A beneficial feature for certain controllers and for users with physical disabilities.
Advanced Weapon Reactions
A polished recoil system that scales recoil intensity exponentially the more you fire (the longer and more sporadically you shoot, the harder it will be to control your accuracy, but shooting in 2-3 round bursts will be more accurate. This new system will promote real life weapon skills and portray their function better)
Weapon bobbing/sway system that makes weapons behave more realistically when running and gunning
Recoil and weapon stability that is affected based on your character's health, stance, and speed
-
Update 3:
New Guns
Placeable Traps
AI Improvements
- Better detection and targeting, better maneuverability and positioning, and (an experimental) use of grenades and smoke.
-
Update 4:
New Mission: Ambush
- This is still in the planning phase, but the idea for this mission is to create something inspired by traditional tower defense gamemodes where you have to stop US patrols from advancing through the jungle and discovering your camp. Similar to the base defense missions in Version 1, you'll earn points the longer you survive, which can be spent on supplies, defenses, and reinforcements.
The map will be larger and non-linear, and you'll need to change your position frequently. The goal is to create a fun and replayable defense mission without it turning into a boring sitting duck scenario.
This mission will take advantage of the traps added in Update 3.
New Mission: Assassination
- Find your target, eliminate him, and escape!
-
Update 5:
Helicopters!
- This update will focus 100% on re-adding flyable helicopters to PunjiVR. The UH-1 Huey, Huey Gunship, OH-6 Loach, and AH-1 Cobra will be added. This update will likely only contain a flight range to start, but helicopter-specific missions will definitely get added over the next updates.
---
The Future (After Update 5):
Major additions, listed in no particular order
More Vehicles
New Range
Health & Healing System
Navigation System
Artillery
Operations Gamemode
Squad AI (Allies that you can command)
Far Future
Listed in no particular order
Campaigns
Mission Editor
Mod Support
Multiplayer
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Conclusion & Notes:
The first goal is to bring Version 2 to a beefier, more polished state (more small-scale missions and more weapons); then the second goal is to advance everything in size and scale for the larger and more complex missions (vehicles, navigation, Operations mode...), which brings it to the third and final main goal of creating a stable and expandable game that can stand strong on its own for years to come (multiplayer, mission editor, etc.).
Keep in mind that these are all just the major additions and features that are planned, and that there will be a steady stream of smaller content that gets released in between and alongside each of them. Most of the missions from Version 1, for example, will get added again throughout development, even though they may not be listed above.
Like I mentioned at the start, this roadmap and its specific plans will most likely change and get altered as updates are released, but the main three goals will remain the same.
-
The first test build for Update 1 should be ready around the start of next month, so be on the lookout for that. If you would like to be notified when the test build is ready, make sure to join the game's Discord and get the 'tester' role to get pinged when it's available.
As always, I look forward to hearing your thoughts and suggestions on this, so don't hesitate to let me know in the comments of this post or through any of the links below. Thanks for reading and for the support, and remember to keep your eyes on the treeline!
Fixed bug with bullet impact effects not despawning
Fixed bug with gun truck loadouts not spawning when bought
Fixed issue with certain gun truck buttons automatically buying themselves
Tweaked lighting on Firefight
Fixed issue with camera-based movement not saving properly
Minor optimizations
VERSION 2
It's Here!
After about 14 months of development, PunjiVR Version 2 has finally been released to the main branch for all of you to enjoy. Version 2 is a total remake of PunjiVR, and it fixes and improves everything wrong with the original build while also paving a better path for future updates.
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Main Features & Improvements:
Full player body
New locomotion system (a combination of joystick and armswinger movement, plus physical crawling & climbing)
Overhauled audio (you'll like it)
Improved visuals
Better gunplay and weapon handling
Updated inventory system that's affected by item weight & bulk
Traps
Larger map potential (the Gun Truck mission and Intro are set on a 2km X 2km size map)
Better AI
Allied AI
SteamVR integration (Index controllers use finger curling now, rebindable controls via SteamVR, pausing, and overall more stability)
Better performance
Proper controller positioning (no more need for manually adjusting your hand offsets)
Reliable height calibration
A whole lot more. Scroll through the last 20 test build update notes for details
-
Current Content:
Missions
Intro
Main Menu / Shooting Range
Movement Tutorial
Obstacle Course
Firefight (Endless 10v10 battle set near a village)
Last Stand (Endless wave defense mode that gets harder the longer you play)
Tunnel Rat (Collect 3 pieces of randomly placed intel and escape the Viet Cong tunnel system. Watch out for traps!)
Gun Truck (Defend the gun truck as long as you can. Each kill earns one point that can be saved up and spent on loadouts for you, armor and weapons for the truck, and ammo refills. Make sure to keep an eye on the truck's health and repair it with the wrench to keep it moving!)
Weapons & Tools:
15 infantry firearms
4 fixed/static weapons
5 frag grenades and a set of 5 smoke grenades
4 Traps to watch out for (each can be disarmed)
Flashlight
Your fists
---
What's Next?
Version 2 is the start of a new era for PunjiVR -- this is just the beginning.
A lot of exciting features are planned for the future, but I want to spend the next few major updates adding pure content to the game before I start work on anything major.
---
Closing:
It's a relief for me to finally see Version 2 take over the main build. Version 1 was decent and it had some good ideas, but it was just too messy to keep maintaining and adding to.
I know there's not a whole lot of content in the current build, but that will change very quickly over the course of the next few months, so stay tuned!
Over the course of its development, Version 2 was tested by a number of various community members and their help has been incredibly valuable, so I appreciate all of you who took the time to play around with it during the testing phase. I will continue to use the separate test branch for future updates, especially major ones, so if you're interested in taking part in that, head over to the Discord and get the 'tester' role to be notified of new releases.
I look forward to seeing what you all think about the new PunjiVR and, as always, I would love to hear your feedback and suggestions for it, so don't hesitate to let me know. You can do so in the comments of this post, on the forums, or through one of the social links below.
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
What Is Version 2?
Click the link below for a roadmap and info on Version 2: https://store.steampowered.com/news/app/1900020/view/4147323864458114135
----------
Highlights:
Intro Scene
A new intro scene plays the first time you launch the game (after height calibration). Deleting your save file lets you experience the game from scratch, but the mission was also added to level selection as an alternative.
Credits page
If you have voice lines in game and don't see your name, or you would prefer I use a different name for your credit, please contact me and let me know!
Rucksack now works with custom loadouts
----------
Other Changes/Fixes:
Disabled custom loadouts on Range
Fixed issues with M60 in custom loadouts
M60 top cover now closes when the gun is stored in a shoulder slot
Open bolt weapons now spawn with their bolts back in loadouts
Fixed UI errors with shoulder slots
Made logic for stored flashlight work better (no more double lights, more accurate checks, etc.)
Flashlights that are powered on now stay lit when stored in your shoulder slot. It also follows your camera rather than your chest, because it's stored on your helmet instead of your chest rig.
Smoke grenades now block bots' vision
Chest inventory now moves and rotates more accurately with your body and is easier to access when crouching
Fixed multiple pathing errors for the gun truck
Can no longer store grenades once their pin is pulled
Added extra particle effects to the gun truck
Added more cover logic to multiple props and vegetation
Optimized bullet trails
Improved dynamic lighting for default graphics setting (High) to look better with Tunnel Rat
Weapon sounds will now continue playing even after the bot is killed, or if the weapon is stored (for player guns)
Various other bug fixes and optimizations
----------
Conclusion:
Welp, here we are.
This is the last test build for Version 2 and it's reflective of the full release.
I plan on launching it to the main build in the next week or two, so it should give enough time for you all to test it and for me to redo the store page. If you do test it, please let me know what you think of it in its entirety considering it will be the PunjiVR from now on. Your feedback, as always, is extremely helpful.
I tagged this announcement as a "patch" instead of a "regular" update to hopefully give the real, full release extra visibility. I will also do a large marketing push to try and get as many new (and returning) players on board, which is something I've neglected for the past year or so, so thank you to everyone that stayed with development and continued to support the game during that downtime.
I'm still planning out the roadmap for the updates following Version 2's full launch, so stay tuned for info on that -- and don't hesitate to reach out with suggestions if you have any! The main goal for the first ~year after V2's release will be to get as much content into the base game as possible so that I can afford to spend longer development periods on larger additions, like vehicles, level editors, larger missions, and multiplayer.
---
If you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and good luck!
If you'd like to participate in this test build, follow the directions below:
Right click on PunjiVR in your Steam inventory
Select Properties > Betas
Click on the dropdown box next to Beta Participation
Select the test_build option
--- Follow steps 1-3 then select the default branch to revert back to the base build
Test Build 17 for Version 2
Version 2 | Test Build 17:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
What Is Version 2?
Click the link below for a roadmap and info on Version 2: https://store.steampowered.com/news/app/1900020/view/4147323864458114135
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Highlights:
Settings/Options
Since the video, a new option has been added that lets you disable controller turning entirely
Custom Loadouts
Create and bring your own custom loadouts into the missions (except for Gun Truck). The rucksack inventory does not save or load properly at this time, but it will be fixed before release.
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Other Changes/Fixes:
Height calibration is now only done once at the start of the game
Movement tutorial goes to the proper main menu now
Added ??????*$%(@#?????? to the Range
Added icon to the executeable
Adjusted pose zone size for level selection
M60 bipod now folds when stored in a shoulder slot
I made the decision to skip the tutorial at this time because it will save a good month or two and it's not necessarily needed for the type of content currently in game. Instead, I will be creating an intro level that plays the first time you launch the game. It'll be a brief showcase, only a minute or so long, but it should help get you immersed into the world of PunjiVR and give a good first impression. I'll also add in a credits page with this next update, so for those of you that have helped out with development, you'll finally get a good spotlight!
The settings in game should cover all of the major requirements, but do let me know if there is anything missing and I'll put it on the list to add.
---
If you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and good luck!
If you'd like to participate in this test build, follow the directions below:
Right click on PunjiVR in your Steam inventory
Select Properties > Betas
Click on the dropdown box next to Beta Participation
Select the test_build option
--- Follow steps 1-3 then select the default branch to revert back to the base build
Test Build 16 for Version 2
Version 2 | Test Build 16:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
What Is Version 2?
Click the link below for a roadmap and info on Version 2: https://store.steampowered.com/news/app/1900020/view/4147323864458114135
----------
Highlights:
New Main Menu
Thank you to MemeIsMyDream on Discord for providing the intro music.
New US Voices
Voices by:
Jaiden Christensen
louie.
Maximus The Great
Nebulyte
Notgodchrist03
TrypZ
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Other Changes/Fixes:
Silhouette targets now automatically reset on their own after a few seconds
Spinner targets make a louder sound when hit
Fixed bug where storing mosin ammo in your inventory consumed one bullet
Suppression resets faster
Explosion blur is half as intense if you're covered from its blast
Made helmet tapping easier
Various optimizations, mainly to Firefight
Price of static weapons and their ammo refills on Gun Truck now scale with how many static weapons you currently have -- the larger and more powerful your armaments, the more costly it is to expand and maintain it, but the starting cost is a lot lower (static M60 = 5 points to start and raises your next purchase by 3, minigun = 20 but raises your next purchase by 10...)
Added audio to storing and retrieving items from your chest rig pouches
Renamed a few items (for helmet tap info & inventory storing) to their correct ones
Fixed issue where 1911 wasn't able to be stored in shoulder slots
Fixed bug where chest rig was enabled/disabled when shooting certain guns
Made grenades more deadly to enemies
Fixed issue with grenades not applying damage when they were supposed to
Made fixed weapons easier to aim and handle
Getting a new loadout now destroys all instances of the old loadout (even if the item is no longer on your person)
Fixed an issue where the gun truck tried to start on a waypoint that doesn't exist, causing it and the player to not be able to move
Adjusted priorities of bullet snap audio so it no longer plays over gunshots
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Conclusion:
The next test build might take a little longer than usual and there won't be a lot of interesting features to showcase during its development because it'll deal with a lot of technical stuff. Still, it will be one of the most impactful updates yet, adding in all sorts of settings and values to tweak to make PunjiVR perfect for you.
If you have any specific settings or options that you want to see included, don't hesitate to let me know in the comments, subreddit, or Discord.
---
If you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and good luck!
If you'd like to participate in this test build, follow the directions below:
Right click on PunjiVR in your Steam inventory
Select Properties > Betas
Click on the dropdown box next to Beta Participation
Select the test_build option
--- Follow steps 1-3 then select the default branch to revert back to the base build
Test Build 15 for Version 2
Version 2 | Test Build 15:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
What Is Version 2?
Click the link below for a roadmap and info on Version 2: https://store.steampowered.com/news/app/1900020/view/4147323864458114135
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New Graphics:
Firefight
--
Hillside
--
Gun Truck
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Other Changes/Fixes:
Removed broken enemies from Firefight
Fixed issue where the player's shadow would be headless
Added correct ballistic materials to all props and items
Tweaked all ballistic materials to be accurate to real life values
Replaced all bullet impacts with proper effects
Adjusted AI's gunshot sound priority so that player weapons play over it
Decreased intensity for both explosion and gunshot suppression effects
Added max value cap for gunshot suppression effect
Fixed multiple minor issues with the buttons on Gun Truck
Fixed issue with old loadouts not being destroyed when a new one is loaded
Removed leftover remnants of older chest inventory
Made magazines easier to load on multiple weapons
Made Mosin bolts easier to cycle
Fixed collision issues with grenades stored in inventory
Switched chest inventory to TOGGLE with trigger to open/close
Chest inventory no longer opens automatically when a storable item is near. Pull trigger while holding the item to open it (prevents it from opening when not wanted)
Allies now shoot more often
Improved bot cover behavior
Made enemies more aggressive on Hillside
Grass no longer billboards (rotates to face player) on Gun Truck
Made enemies more aggressive on Gun Truck when they first spawn, but decreased max number of enemies
Made gun truck more agile to avoid it turning into trees (it still drives poorly in a few places, please let me know if you find a spot it goes off road on)
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Conclusion:
I set the graphics preset to 'Very High' (second highest preset), but it should still run well on most modern hardware. If it doesn't, full graphics settings will be added after the next test build. There are still a few performance hiccups here and there that I need to smooth out, so let me know if you run into any and I'll try to fix it before the full release.
There were also a lot of smaller but more impactful changes/fixes, mainly switching the inventory to toggle instead of hold to use, so be aware of that and let me know which one you prefer (I'll probably make it an option you can set: toggle, hold, or always show). The bots' cover behavior and aggression was also improved, so they shouldn't be running around like a headless chicken as much and they should be better at attacking intelligently. Lastly, the suppression effect was tweaked a lot so that it's more manageable and doesn't get overwhelming as easily.
---
If you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and good luck!
If you'd like to participate in this test build, follow the directions below:
Right click on PunjiVR in your Steam inventory
Select Properties > Betas
Click on the dropdown box next to Beta Participation
Select the test_build option
--- Follow steps 1-3 then select the default branch to revert back to the base build
Plan for Version 2's Release
Graphics Preview:
(Firefight mission)
---
What's Left:
Graphics
All of the new models are ready, so the only things left to do is to place them in the levels, adjust their colliders and AI cover spots, and bake the levels' lighting. The Firefight mission is ready for its lighting to be baked, Tunnel Rat's graphics are already complete, and I won't be messing with any of the menu visuals right now, so there are only two levels to finish — Gun Truck & Last Stand. In short, it shouldn't take too long!
Main Menu
The main menu will be a new scene that combines level selection and the shooting range (similar to how the current menu scene is, but it'll look better). It won't take too long to create.
Settings & Options
This test build will add in the player settings (i.e. options for turning, height calibration, accessibility, etc.), but it will also add in mission settings to let you tweak the difficulty and gameplay of each level.
Tutorial
The original scope of the tutorial has been dramatically reduced now that the inventory and other core features have been simplified. The main focus will be to teach the basics of weapon handling, movement and climbing, and the inventory.
Overall, I'm still aiming for a summertime release.
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Plans for Post-Launch:
The main priority (besides bug fixes and polishing) will be content. I'm already working on the first new mission to be added in the first update — it will be set in a shipyard where you play as a Viet Cong sapper tasked with finding randomly placed intel. New weapons and equipment are also on the radar for the first few updates, but the main goal will be to add new missions.
As the game's playtime increases, I'll start working on other features like custom loadouts, navigation, and vehicles. After around a year or so after release, the game should be in a very solid state with a great foundation, so I would feel more comfortable to start working on larger, more time consuming additions like multiplayer, longer campaigns, and a mission editor.
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Overall Goal of PunjiVR:
Version 1 was created without any real goal in mind which led to it becoming an awkward sandbox of scattered ideas, which is fine but it lacks a long-term plan. Version 2, however, aims to be a lot more focused.
The main goal is to create an experience that can stand on its own for many years to come without the need for new updates from my end. Things like multiplayer, mod support, and a mission editor are large checkboxes that will help accomplish this. Before any of that is started, though, I want to make sure the actual base game is great as is, It's nice to be able to "create your own fun", but some days it's nicer to be able to just jump into something already finished and polished, so I want to ensure both options are available.
---
Conclusion:
It's getting close!
As always, I'd love to hear what you all think, so don't hesitate to let me know in the comments or through one of the links below.
Thanks for the support and remember to keep an eye on the treeline!