Punji VR cover
Punji VR screenshot
Genre: Strategy, Indie

Punji VR

Test Build 14 for Version 2

Version 2 | Test Build 14:


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:



New Chest Inventory




The new inventory uses the same socket-style chest inventory as version 1 and other popular VR games, so it should be a lot more natural and familiar to use. The difference is that it is only enabled when you either go to store an item or when you hold trigger over your chest area. This makes it less obstructive than the standard socket inventory by only being active when you want to access it.

A small detail that was harder to see in the video is that a pouch model spawns on your character's chest rig at the spot an item was stored at, so you can quickly see how many items you're carrying and where they're stored by simply looking down.


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Other Changes/Fixes:



  • Can no longer load mosin ammo into 1911 :(
  • Increased blast radius on all grenades
  • Fixed carbine muzzle positions
  • Your character's head is no longer visible to the camera (to avoid clipping)
  • Fixed clipping issues when aiming some guns
  • Fixed second-hand grab on M60 not affecting rotation
  • Gun Truck now properly restarts when the truck explodes
  • Added audio to truck repairs
  • Added more hints and additional info to menu scene
  • Adjusted injured camera effect distance to better cover the screen
  • Added a fade transition between levels
  • Fixed multiple issues with the over-the-shoulder inventory (it should work properly now)
  • Can now store any item in shoulder slots (ammo, flashlights, pride, etc.)
  • Made helmet tapping easier



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Conclusion:


Now that everything's all polished up and working as intended, I'll start working on the graphics. Most of the new models have already been created, so it should only take a month or two before it's ready.

---

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!

Discord
Twitter
Subreddit



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If you'd like to participate in this test build, follow the directions below:



  1. Right click on PunjiVR in your Steam inventory

  2. Select Properties > Betas

  3. Click on the dropdown box next to Beta Participation

  4. Select the test_build option

---

Follow steps 1-3 then select the default branch to revert back to the base build

Test Build 13 for Version 2

Version 2 | Test Build 12:


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:



  • New Mission: Gun Truck


    Protect yourself and the gun truck for as long as you can! Killing an enemy awards you a point which can be used to buy new loadouts, truck armor, and mounted weapons for the truck. You can repair the truck by tightening a bolt with a wrench.

  • Mounted Weapons




    • Mounted M60
    • M2 Heavy Machine Gun
    • Twin M2
    • M134 Minigun








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Other Changes/Fixes:



  • Fixed bugged magazines and grenades in Tunnel Rat armory
  • Can no longer shoot guns when holding back the charging handle
  • Fixed multiple lighting errors on Tunnel Rat
  • Made it easier to grab second grab point on 1911
  • Decreased default suppression intensity and cooldown time
  • Fixed grounded layermask issue with terrain
  • Made grab trigger larger
  • Made bolts and charging handles easier to grab on all weapons
  • Fixed rare bug where 1911 slide wouldn't go forward
  • Decreased base enemy health



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Conclusion:


This was the last main mission for Version 2 before its full release. The next test build update will focus on polishing and bug fixes, but, after that, it should be pretty smooth sailing until launch:



---

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!

Discord
Twitter
Subreddit



----------


If you'd like to participate in this test build, follow the directions below:



  1. Right click on PunjiVR in your Steam inventory

  2. Select Properties > Betas

  3. Click on the dropdown box next to Beta Participation

  4. Select the test_build option

---

Follow steps 1-3 then select the default branch to revert back to the base build

Test Build 12 for Version 2

Version 2 | Test Build 12:


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:



  • New Mission: Tunnel Rat



    Find and collect 3 pieces of intel in a VietCong tunnel system.

  • Random and preset loadouts

    (custom loadouts coming soon!)

  • Traps!



    Each trap can be disabled or triggered manually. Check out the examples in the test range to learn more





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Other Changes/Fixes:



  • Smoothed bot aiming & made their 'leading' behavior (shooting moving targets) more realistic
  • Standardized shadow smoothness on all materials
  • Added angled flashlight
  • Prevented duplicate instantiations for Bots when they spawn
  • Disabled item action button when hovering it over your chest inventory to prevent input overlapping
  • Many minor bug fixes with the chest rig inventory
  • Adjusted master audio volumes
  • Removed controller vibrations for inventory warnings
  • Added loadouts to firefight
  • Increased weapon and attack stats for multiple AI weapons
  • Adjusted interaction between weapon sounds and environmental reverb zones
  • Removed English lines from VC bots
  • You can no longer sprint when crouching too low
  • Revised climbing to make it easier and less janky
  • Revised crawling and lower player stances to make them easier and less janky
  • Removed all traces of older M60 ammo belt
  • Increased damage of all bullets
  • Fixed collision issues with AI ragdolls
  • Explosions can now detect more than just the camera collider on the player (making them more deadly if your body is exposed)
  • Stopped AI hands from spinning when they die
  • Grenades now properly add force to AI ragdolls
  • Revised body impact effect
  • Added ammo crates (smack mags on them to refill your ammo)
  • Full chest rig view no longer rotates with camera when open, making it easier to navigate
  • Made grenade spawners less buggy (they're still buggy, just less so)



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Conclusion:


Tunnel Rat still needs a lot of polish and testing, but it's in a playable and fun state that should give those of you who have been itching to try it out a chance to do so. The enemies in that mission use a death animation instead of a ragdoll because the physics kept bugging out in such a small space that it made it not only less immersive but sometimes even difficult to actually navigate. I'll fix those issues and revert them back to using ragdolls for the next test build. There's also an issue with the light from the kitchen's fire ignoring shadows and illuminating objects that it shouldn't, that will also be fixed.

All in all, I'm really pleased with the new mission and I look forward to seeing what you all think about it!


---

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!

Discord
Twitter
Subreddit



----------


If you'd like to participate in this test build, follow the directions below:



  1. Right click on PunjiVR in your Steam inventory

  2. Select Properties > Betas

  3. Click on the dropdown box next to Beta Participation

  4. Select the test_build option

---

Follow steps 1-3 then select the default branch to revert back to the base build

Progress on Test Build 12

I'm still hard at work on Version 2's next test build, but considering it's been some time since the previous one, I wanted to give you all a heads up on its progress as well as discuss the path to V2's release.







Test build 12 adds a new mission: Tunnel Rat. You spawn at a random entrance of a large tunnel system then you have to find 3 pieces of intel and escape to win. The intel and enemy spawns are also randomized.


---

I went through and remade the tunnel meshes plus quite a few other models specific to this scene. The tunnels in the current version of PunjiVR do the job, but they don't look or feel like the actual tunnels seen in Vietnam, so I wanted to make sure I did a better job at translating them to VR and putting you in a more immersive space.

Another improvement for this mission's immersion is I created indoor gunshot sounds for all of the current guns in game. I used feedback from you guys as well as videos of the Chu Chi tunnels to get a better feel for how the reverb and audio reacts in this sort of space, so the new tunnels should sound less like a rocky cave and more claustrophobic and 'earthy'.


Besides the new mission, Test Build 12 also fixes a lot of small bugs with the inventory, it tweaks the AI a lot, and it adds preset loadouts.

One of the more interesting changes is the AI's new 'leading' behavior. They originally (in Version 2) directly and instantly aimed at their target regardless of whether they were moving or not. Their new behavior tells them to aim and fire at a target that slightly lags behind the actual target's movement at a speed based on the bot's equipped weapon (i.e. semiauto and bolt action rifles try to be more accurate than machine guns). Because the bot only fires when the leading target is in a fixed range with their real target, bots will start shooting faster if the target's closer and take more time to be more accurate when the target is far away.

In short, it should make the bots attempt to take more accurate and believable shots.

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The mission itself has been done for about a week, but I'm still working on testing and polishing it to be as interesting and fun as it can be. The main problem I'm finding with it in its current state is that it doesn't feel challenging enough and I worry that it might get boring fast after playing it just a few times. To remedy this, I plan on experimenting with enemy patrols and traps. Right now, all of the enemies are static, which works well enough due to the new poses they can take on (prone, leaning, hiding, etc.), but it still could use some polishing.

I never like setting deadlines, but Test Build 12 should be ready by the end of the month!

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As for the rest of Version 2:

I finalized the roadmap to ensure a quick release but one that has enough interesting content to justify replacing the main build.



Once Tunnel Rat is released, I'll add the next main mission which will essentially be the same Gun Run mission currently in PunjiVR, but it will also use infantry loadouts and not just the door guns on the helicopter. I'd also like to add an option to play as the VC in the firefight mission.

So with all of that, there should be a good hour or two minimum to play through everything once or twice. That's the minimum time of course, so there should be plenty of good playtime to be had considering it's all made to be replayable.

After the main missions are done, it should be a fairly smooth ride to release -- in terms of development challenge and time. I'm still aiming for a later spring / early summer release for V2.

After its release, I'd like to work on adding more content and polishing, but I do want to get a start on multiplayer as early as possible. In the far future when all of that and vehicles and everything else is done, I want to add the rest of the things that ensure a long lifespan for a game, like a mission editor and modding support. Still, that's a ways off but that's the direction I have in mind.

------

Anywho, there's some rambling for ya but I hope it gives a good idea of what to expect both short and long term for PunjiVR.

A tidbit is that settings for turning (like smooth turning and adjusting the field of view) as well as other quality of life options such as movement speeds and tuning the suppression effect are planned. I understand a lot of you have different levels of comfort and wants for your VR experience, and judging by the fact that it's your game too, I don't want to limit or restrict any of you on those items -- even if it goes against my intended experience. The game will default to the way that I want to encourage you all to play, but I don't want to force anything.

With all that said, don't hesitate to give any suggestions, ask questions, or discuss the game in the comments or through any of the links below. As always, I appreciate all of your support and feedback!

-Camden

Discord
Twitter
Subreddit

Test Build 11 for Version 2

Version 2 | Test Build 11:


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:



  • New Mission: Last Stand - Hillside


  • Survive as long as you can against increasingly difficult enemy forces (Includes friendly AI (finally!)



  • Voices for AI

  • This update includes voice lines from the following users:

    • Fallout2PC
    • Fazure
    • IndyBender
    • Lad
    • Uberham
    • Yustitsiya

    If you don't see your name on this list but you received a game key, your lines will still be added in a future update. If you'd like to submit voice lines to be used in game, you can do so at any time by messaging me (SirLoin) on Discord or by posting them in the #submit-voicelines-here channel on the PunjiVR Discord server. Links are at the end of the update post



  • New AI Cosmetic Variants with Accessories






  • Improved AI Detection System


    • Takes foliage, lighting, player bulkiness (how much equipment you're carrying), player speed, and player stance into account
    • Even if your character is fully hidden in foliage, AI will still react to and target muzzle flashes if they see them. Cut down weapons and other guns with large flashes (like the AKM) make you easier to spot when firing at night or from a concealed position. Weapons with flash hiders and suppressors (to be added) make it easier to stay hidden in these scenarios.




  • Static AI

  • Bots with predefined positions and stances to add additional diversity and challenge to combat


  • Inventory weight now affects player speeds



  • AI can now be damaged via melee hits

  • Attacks with weapons and grabbed items do more damage than unarmed attacks. Damage is calculated based on how hard the bot is hit. Knockouts don't alert nearby enemies (unless the bot spotted you beforehand and called for help). Melee damage only applies when striking the bot's head. Body shots do not count


    -


    Other Changes/Fixes:



    • Made it less likely for your hand to get stuck in a magazine when first loading it
    • Major optimizations to AI accessory models
    • Several minor script optimizations
    • Doubled default player speeds
    • Fixed bug where rucksack didn't always get disabled when stored, causing issues with collision and visibility
    • Fixed bug with menu on AI test scene
    • Aiming time and delay between each shot for AI is now randomized
    • Fixed materials on AI weapons
    • Optimized meshes on AI weapons
    • Added check to AI spawning to ensure they can't spawn when an enemy is near
    • Grenades and explosions now apply damage to you and bots
    • Increased AI accuracy at close range
    • AI now attack more frequently
    • Fixed missing M60 bipod legs
    • Added grenades to Firefight
    • Renamed Ally Test Scene to 'Firefight'
    • AI guns now respond to environmental reverb correctly
    • Added proper ballistic material effects to prototype objects
    • Fixed rare crash where AI would infinitely try to find a clear spot to move
    • Various bug fixes to inventory
    • Simplified the M60 ammo belt. It's not as interactive as the original, but it's a lot less janky and it's more performant overall
    • Added IK to AI weapons and aiming (they now actually point their gun at their target and hold the weapon correctly)
    • Fixed bug where bots' delay between shooting kept getting larger the more they fired
    • Made accurate fire rates for AI weapons
    • Added M60, M1 carbine, and M2 carbine as AI weapons
    • Added 'lethal range' to AI weapons. When a target is within this distance to the AI, they fire at a faster rate of fire and more accurately



    ----------

    Conclusion:


    I just realized I released this update on Halloween. Considering the new mission is a little foggy and people are shooting at you, I'm sure we can all agree that it technically fits the season's spooky spirit, so yes, it was planned.

    I'm eager to get Version 2 out to the main build, but I would also like there to be more than 2 missions for its release. I'm planning on adding at least one more mission, but I need to decide what it'll be (something that offers a decent amount of quality playtime while not taking a long time to develop). To give me some more time to plan it, I'm going to spend the next test build update on bug fixes and quality of life improvements.

    If I don't decide on anything in the next few days, I might post a poll of a few ideas and let you all pick. If you have any ideas for a simple mission (think of it being a similar scale to the two current missions in the test build — no vehicles yet please) feel free to let me know!

    Also, if you get the chance to try out the test build, let me know if you think it would be fair to have that amount of content (with non-prototype graphics and more polish) for the current price of PunjiVR (16.99 USD). For the planned release, there would be three missions, a tutorial, and a main menu / firing range. Once V2 is out though, there will be a new update every month that adds a few new weapons, mechanics, features, or a new mission, but I want to hear what you all think about the initial release plan for it.

    Thanks!


    ---

    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!

    Discord
    Twitter
    Subreddit



    ----------


    If you'd like to participate in this test build, follow the directions below:



    1. Right click on PunjiVR in your Steam inventory

    2. Select Properties > Betas

    3. Click on the dropdown box next to Beta Participation

    4. Select the test_build option

    ---

    Follow steps 1-3 then select the default branch to revert back to the base build

    Test Build 10 for Version 2

    Version 2 | Test Build 10:


    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:



    • New Rucksack System



    • Physically store items in your open rucksack. As long as it fits and you have the weight available, you can store it. Shaking the rucksack upside down empties its contents on the floor.



    • New Chest Rig Inventory




      1. The chest rig allows you to retrieve items a lot quicker than your rucksack, but it has a much smaller weight limit and capacity.
      2. Storeable items are categorized by their physical size and can only be stored in matching or larger pouches in your inventory. A 20rnd M16 mag will fit in small, medium, and large pouches, while the 30rnd magazine can only fit in medium pouches and large pouches. (Helmet tap an item to see its pouch size)
      3. Medium and large pouches are made up of 2 and 4 small pouches respectively. This means a medium pouch can store two small items or one medium item. A large pouch can store 4 small items, two medium items, or one large item.
      4. Each chest rig has a different set up for its pouch sizes and weight capacity. The default rig included in the test build offers a good balance







    -


    Other Changes/Fixes:



    • Fixed backwards faces on rucksack and chest rig models
    • Fixed arm rotations for AI test scene
    • Back slot items (rucksack) automatically return to your back on release
    • Polished UI for menu
    • Fixed scaling errors with buttons' press progress (green square)
    • Fixed collision bounds for MAT49 VN magazine
    • Fixed wrong weapon info for M18 smoke grenades
    • Can no longer jump, open menu, or use action button on a grabbed item when the trigger is pulled (to prevent overlapping with chest rig trigger)
    • Added chest rig inventory tutorial to test range
    • Moved level selection to be behind the player on spawn
    • Fixed bug where shoulder items kept storing themselves on release even when they weren't being hovered



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    Conclusion:


    I didn't plan to completely rewrite the inventory, but I'm glad I took the time to do so because it's so much nicer to use and it looks a lot better as well. I know there's not any real tutorial for it yet, but hopefully the two videos showcase everything well enough to give you all a good understanding on how to work with it.

    Both systems give a good balance between bringing what you want while still being limited enough to retain realism and a challenge. It will be even more exciting to use once additional items (health, tools, and mission items, for example) get added.

    Anywho, I look forward to seeing what you all think about it!

    The next update will focus on finishing and adding to the AI. After that, the revisions will be complete and I'll start work on the navigation system!


    ---

    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!

    Discord
    Twitter
    Subreddit



    ----------


    If you'd like to participate in this test build, follow the directions below:



    1. Right click on PunjiVR in your Steam inventory

    2. Select Properties > Betas

    3. Click on the dropdown box next to Beta Participation

    4. Select the test_build option

    ---

    Follow steps 1-3 then select the default branch to revert back to the base build

    Test Build 9 for Version 2

    Version 2 | Test Build 9:


    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:



    • M1, M2, & Cutdown M2 Carbines



    • General Weapon Improvements



      • Magazine loading is now more precise without making it harder to load (magazine wells have colliders shaped like a funnel to help guide in magazines)
      • Loaded magazines keep their colliders, so they can collide with the environment, your hands, and other items. This means that smaller capacity magazines might be a better choice than their larger, bulkier counterparts in some scenarios and playstyles. It also means that you can do a magazine tap for extra immersion ;)
      • Slides/bolts that were locked back after empty no longer automatically release when grabbed
      • AKM is a lot easier to load
      • New grab pose for the Obrez
      • Magazines can be loaded without needing to be grabbed (can slide in mags using physics, also enables trick reloads now)


    • M60 Improvements



    • Weapons now only use one shared texture (performance boost)




    -


    Other Changes/Fixes:



    • Jogging can now be enabled by clicking in your movement joystick
    • Fixed minor clipping issues on multiple weapon models
    • Fixed issue with M60 foreguard grabbing
    • Temporarily removed shoulder inventory and rucksack
    • Fixed bug where chamber smoke would play when no bullets were been fired
    • Charging handles for open bolt weapons no longer automatically release when pulled back
    • Fixed texture bug with AKM and 7.62x39 models
    • Fixed bug with M14 & M14 Guerilla bolt not cycling
    • Fixed incorrect bullet diameter ballistic values for 30 caliber bullets



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    Conclusion:


    This was a smaller update overall, but it added some nice polishing features and quality of life improvements that will help the game out a lot going forward. The M60 ammo belt still needs more work, but it should behave a little better with these new changes. The bipod for the M60 has a small bug where the feet (part you rest on the ground) are missing. It's not a game-breaking issue though, so it will be fixed next update.

    Next test build will focus on revising the inventory and updating its UI.

    ---

    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!

    Discord
    Twitter
    Subreddit



    ----------


    If you'd like to participate in this test build, follow the directions below:



    1. Right click on PunjiVR in your Steam inventory

    2. Select Properties > Betas

    3. Click on the dropdown box next to Beta Participation

    4. Select the test_build option

    ---

    Follow steps 1-3 then select the default branch to revert back to the base build

    Roadmap Changes For Version 2

    I've been away from my work station for the past week and I haven't been able to start the next test build yet, but I should get back in a few days, so expect to seem some new progress updates soon!



    New Roadmap:





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    Smooth Turning:


    The short answer is that smooth turning will be included in Version 2, it will just be slightly altered from its traditional implementation.

    To go into more detail, the turning speed will be set lower, a little slower than turning in real life, and there will be a tunnel vision effect that is triggered whenever turning is active.

    This version of smooth turning will be added with the settings and options test build.



    Mission Changes:


    A few months ago, the roadmap was updated to create a much faster release window for Version 2. The main change was swapping out the ambitious 'Operations' gamemode for a much simpler mission called Frontlines, a tug of war style gamemode set on a large map.

    After thinking about it more and doing more planning, however, I've decided to put Frontlines on hold and instead focus on a different gamemode I've had planned for a while called 'Escape & Evade'.

    The main problems I envision with Frontlines are:

    1. Low playtime possibility (~20 minutes - 1 hour only)
    2. Low replayability
    3. It doesn't show off all of the unique aspects of PunjiVR


    The reason why this gamemode works well in other games is because those games are all multiplayer only and based on teamwork and communication. With PunjiVR only being singleplayer at this time, I don't see the experience being as special, engaging, or replayable. Even though the new AI are pretty decent and they would fit the Frontlines well, there's no squad management or any advanced features relating to them yet to fill that void which playing with other real players fills. In short, it's not that this mode wouldn't be fun, it just isn't the best choice for the first and main mission to release with Version 2.

    ---

    Escape & Evade


    On the other hand, the new mission, Escape & Evade, utilizes PunjiVR and Version 2's features a lot better to create a unique gaming experience that offers more interesting challenges and a lot more replayability.

    You start off at a random spot (a crash site, in a prison cell, ambush survivor, etc.) with only a low-tier weapon, small amount of ammo, and your navigation tools. There are 3 randomly selected locations on your map, along with randomly placed supply points with new gear and ammo. You have to navigate to each of the 3 main locations to find intel which will give you clues to help pinpoint the extraction location.

    These clues will narrow down the extraction point by giving you its grid position on the map one piece at a time—column, row, and its position within the cell (southwest corner, center... its numpad/keypad position).

    Because you're in hostile territory, there will be patrols, enemy camps, and snipers scattered all around the map, so you'll have to be on alert. In addition, each of the 3 intel locations will usually be surrounded by enemies, so you'll have to be stealthy or make sure to bring a lot of firepower!



    The main challenge of this mission is that you can't see your position on your map, so you'll have to use your navigation skills to pinpoint your whereabouts and to make routes to your objectives. There will be a tutorial to explain the basics of navigation in PunjiVR, so don't worry if you're not familiar with the practice. Navigation in general is planned to be accessible and easy to understand. If you're on the opposite end and want more of a challenge, there will be future additions that add extra difficulty like weather, night, and larger maps.



    Other Changes:


    To help stay focused and ensure that the release for Version 2 is still manageable and quick, the UH-1 Helicopter and flying have been removed from the roadmap. Flying and vehicles will definitely be added after launch, but there's not a need for them at this time and it would save at least 1 full month of development to not include them.

    Another time saving change is the simplification of the shooting range. My original plan for the range was to create a large map which showcased both weapons and vehicles as well as a door gunner role. Because there won't be any vehicles at launch, the full range would take far too much time to develop for it only to focus on the actual shooting range part, so I've made the decision to combine the main menu and range into one level, pretty much exactly how the current version of PunjiVR is set up.

    Outside of all of this, everything else is planned out the same as it has been.




    ----------


    The pitfall Version 1 fell into was that the missions were too linearly developed, so they didn't have a lot of good replayability, thus making it harder to create more playtime potential. For Version 2, I want to make the gameplay loop more open and 'procedural' so that you all get as many hours of fun as you can. The new Escape & Evade gamemode should be a good step in that direction, with random spawns and item placement.

    I'm excited to hear what you all think about these changes, so let me know in the comments or through one of the links below:

    Discord
    Twitter
    Subreddit

    V2 Test Build 8

    Version 2 | Test Build 8:


    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 Running System



    • Movement Changes


      • When prone, you can only move by physically crawling (see obstacle course video below to see it in action!)
      • Decreased acceleration to make player feel less like a video game character and to better fit PunjiVR's style
      • Speed is now affected by the direction you're moving (moving forwards is faster than strafing and moving backwards)
      • Adjusted all movement speed values and how they're calculated



    • Turning Change


      • Removed smooth turning
      • Snap turning only turns 90 degrees
      • When turning, your screen fades to black briefly to simulate the minor disorientation when turning fast in real life
      • Makes for a better viewing experience outside of VR (on your monitor and on videos)

      These changes were made to encourage moving and looking around in real life rather than just moving the joystick or pressing a button. It may take a while to get used to it, but it will lead to better immersion and a more enjoyable experience in the long run.

    • Footsteps Audio


      • Added footsteps to player and AI
      • Footstep sound and volume change depending on the ground's material and your speed
      • Jumping + landing also use different sounds
      • 12 unique ground materials (example in Obstacle Course scene)


    • Obstacle Course



    • Movement Tutorial




    -


    Other Changes/Fixes:



    • Vive Wands now automatically use toggle grab
    • Changed Trigger Grabbing to always be active grab (hold to grab), even when your default grabbing method uses toggle
    • Changed ammo and grenades to always use active grab
    • Fixed grab triggers on Car15 + M16
    • Made AI smaller to better match player proportions
    • Fixed crash when player body touched magazine spawners
    • Added Pose Zone to mission selection buttons
    • Fixed arm twisting bug when holding two handed gun



    ----------

    Conclusion:


    Pretty much all of these ideas were inspired by a great video by Mr VR Voice:



    The next test build will focus on fixing and improving the way weapons work. Some features and mechanics I have planned for it include:

    • Better magazine handling
    • New machine gun belt system for the M60
    • Revisions to grab poses and offsets to make them feel more natural
    • Plus a lot of other smaller fixes


    After the weapons update, I'll continue revising what's already in Version 2, starting with an inventory rework, then AI improvements, and lastly, a general bug fixing and polishing update. Once all of that is completed, I'll move on to adding more content.

    ---

    I look forward to seeing what you all think of these new changes and how fast you can beat the new obstacle course!

    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!

    Discord
    Twitter
    Subreddit



    ----------


    If you'd like to participate in this test build, follow the directions below:



    1. Right click on PunjiVR in your Steam inventory

    2. Select Properties > Betas

    3. Click on the dropdown box next to Beta Participation

    4. Select the test_build option

    ---

    Follow steps 1-3 then select the default branch to revert back to the base build

    Test 7 for Version 2


    Test Build 7:


    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


    ----------

    Version 2's AI:



    The most time-intensive goal for Version 2 is completed! There are still a few small things left to add and tweak for the AI, but the most important parts of them are finished. This test build features an endless sandbox mission of 20 vs 20 bots. In addition to the mission and AI, Test 7 also features a suppression and health system for the player.





    If you missed any of the progress updates posted over the last two months, here's a quick rundown:

    Ragdolls




    Detection + Target Estimation




    - If they don't see an enemy directly, they move and attack based on their target's last known position

    - If the bot hasn't seen their enemy in a while, they will start to estimate their enemy's location every few seconds. The estimate uses info like the cover near the last position and the navmesh data for its area to make a more accurate guess.

    (Navmesh is used for AI pathfinding, so it's basically the bot's way of surveying the terrain and layout of the environment and how their enemy might move along it)

    Audio by Distance




    Suppression + Damage System (Player)



    (Info in pinned comment)


    ----------

    The next test build will focus on revising the player movement system to make it more engaging and immersive. More info will be shared soon.

    If you find any bugs, have any suggestions, or want to just share your opinion, do so in the comments of this post or through any of the links below. I look forward to seeing them, thanks and good luck!

    Discord
    Twitter
    Subreddit

    -Camden


    ---


    If you'd like to participate in this test build, follow the directions below:



    1. Right click on PunjiVR in your Steam inventory

    2. Select Properties > Betas

    3. Click on the dropdown box next to Beta Participation

    4. Select the test_build option

    ---

    Follow steps 1-3 then select the default branch to revert back to the base build