Join the PunjiVR Discord server for information and to submit your lines
http://discord.gg/U4W5Wm529S
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Rewards:
Everyone who submits voice lines will be given a unique ‘contributor’ role on the PunjiVR Discord server (link below). For those who submit voice lines that I feel fit the goals well, I will send you one Steam key for PunjiVR. If you are offered a key but you don’t need/want it, let me know and I’ll choose another contestant.
There will be 30 total keys up for grabs.
Submissions:
Be aware that not every line or submission will be used in the game. However, if you submit recorded lines that follow the criteria (and no troll or joke submissions), you will still earn the Discord role.
To submit recorded voice lines, you can send them to ‘Sir Loin’ as a private message on Discord OR post them in the public #submit-voice-lines-here channel on the PunjiVR server.
Thank you again and good luck!
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Join the Discord to participate: http://discord.gg/U4W5Wm529S
Version 2 Changes
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
Updated Roadmap:
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CHANGES:
Seeing how well Version 2 is going, especially when comparing it to Version 1, I’ve made the decision to decrease its scope for release so that you all can start playing it as soon as possible.
The main change is that I will be setting the Operations gamemode, progression system, and Quang Tri map aside for an update after Version 2’s launch (they’re still coming!). To fill the gap, I will be adding in a simpler mission called ‘Frontlines’ which will take a lot less time for me to develop while still offering a lot of fun and replayability. Check out the next section for more info on Frontlines.
Besides that, the launch will also include the Firefight gamemode (team deathmatch (AI vs AI) on a smaller map), full tutorial, and a practice range which will include the M151 jeep, UH-1 helicopter, and a simple door gunner role showcase.
Once Version 2 is released to the main build, the update schedule will return to the normal rate of one every month or two, so you’ll all get a nice stream of new content, bug fixes, and quality of life features to look forward to.
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FRONTLINES:
Frontlines is a fairly basic and familiar gamemode for tactical shooters where two teams fight on a large map in a tug of war style over strategic positions. At the start of the mission, each team controls 2 sectors while one uncontrolled sector is in the middle of them. One team captures that uncontrolled sector, then both teams must fight to either capture the next sector or to defend their own. To win, one team must capture all of the other team’s sectors OR they must have the most sectors when the time expires.
This will be an AI vs AI gamemode to start and you get to decide which team to fight for and what gear you use. Because of the map’s size and design, fighting won’t be fully linear, so there will be plenty of opportunity for you and the bots to flank, surround, sabotage, etc., which will all hopefully make for an interesting and replayable mission.
For launch, there will be at least one map for Frontlines (a unique map, different from the Range, Firefight, and tutorial), but there will be two variations of it: day and night versions. This map will be a generic Vietnam terrain with mixes of fields, valleys, and jungle, so no major landmarks or areas that would take a lot of dev time like there will be in the Quang Tri map. Despite there being vehicles in the Range, none will be present for Frontline at launch due to the extra work required to have them compatible with the AI. They will definitely be added in a future update though.
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AI:
To ensure this mission and future ones don't play out the exact same way every time, I’m going back to the drawing board with how I’m building the AI/bots for Version 2.
As of now, the majority of the AI’s actions have been created, all that’s left is to string them together to form behaviors. Originally, I was going to make them more scripted and predictable, but now that I have a better vision for Version 2’s future missions, I’m now researching and experimenting with more open-ended methods that would offer better variety and more engaging scenarios.
Another new goal is for V2’s AI to be extremely performant, because these missions will be so much better with 80 bots rather than 30. This means that the complexity of each bot will need to be scaled back a bit, but I don’t want to make them too basic, so I’ll have to do some work to find a nice balance between the two.
Lastly, I’ll be redesigning the AI to work better in squads and as a team. Right now, they’re laid out to work individually while only acknowledging friendly AI. The new plan will organize squads based on various factors, then that formed squad will work together as one unit. Instead of each bot having to decide their next actions on their own, they’ll only be given a list of basic checks (are they in danger, do they see an enemy…) and the bulk of the complex decision making will be handled by the squad manager. In short, this should make them a lot more performant while giving them more believable coordination.
For V2’s launch, there won’t be any way to join these squads or command them, but that feature is planned for later updates. For the time being, you’ll be pretty much working as a lone wolf alongside and against these squads, but I imagine it will still be a lot of fun!
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CLOSING:
Again, I have no specific date for V2’s release, but it will be a lot sooner now with these changes. The largest goal is the AI, so I’ll focus on them next. It will be a lot of technical work, so there may not be as many progress updates (especially since I’ll have to experiment with new decision making methods), but I am still working hard on it!
At any rate, there’s still a lot of work to be done, but it all feels more manageable now with the smaller scope. Once Version 2 does release to the default branch, you’ll still be able to switch back to Version 1 and play the content currently in PunjiVR.
That's all for now. I look forward to hearing your thoughts on this new plan and, as always, I appreciate all of your support and feedback! Stay locked and loaded, and keep your eyes peeled
-Camden
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If you own PunjiVR and haven’t checked out Version 2’s test build, you can play it right now by switching to the test branch following the steps below:
Right click on PunjiVR in your Steam Library
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 6 for Version 2
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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Test Build 6:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
This version includes:
AKM
M14 Guerilla
Obrez
XM177
F1 Grenade
M26 Grenade
MK.2 Grenade
Stick Grenade
V40 Mini Grenade
M18 Smoke (White, Green, Red, Yellow, Violet)
Environmental Reverb Preview
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(There are still a few more weapons I plan to add before I cross off "Weapons 3" on the roadmap. Next test build will focus on vehicles!)
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!
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 5 for Version 2
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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Test Build 5:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
This version includes:
Bug fixes
Revised Rucksack
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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!
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 4 For Version 2 is Ready!
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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Test Build 4:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
This version includes:
Chest Rig
Shoulder Inventory Slots
Rucksack
New Game Menu (press lower button on left hand to open)
Please note that the rucksack is pretty janky at this stage, but it will be improved and fixed for Test Build 5
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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!
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 #3 is Ready for Version 2!
What Is Version 2?
Click the link below for info and a roadmap of Version 2: https://store.steampowered.com/news/app/1900020/view/4147323864458114135
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Test Build 3:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
This version include:
Chest Rig Inventory
Revised Range
Manual Height Calibration
-
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!
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 2 For Version 2 is Ready!
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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Test Build 2:
Check out the next iteration of PunjiVR early and provide feedback to help make it the best it can be!
This version include:
M14
MAT-49
MAT-49 Viet-modified
M60 w/ physical belt
New controls
Please note that the M60's ammo belt is still very buggy and it will be polished for the full release
[TAG-20] -
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!
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
Patch 2 for Update 15
K50M (open bolt smg) now works properly when dropped by AI
Fixed collision issue with Type 56 bayonet causing player to fly across map
Changed fog and color palette on Beach - Loach and Beach - Cobra
Fixed settings menu not working on multiple missions
Removed default cube from Ruins
Made UI scrolling less sensitive (which makes button pressing easier)
Removed outdated objects on Beach maps which may have caused crashes
Fixed bug where grenades wouldn't explode on some levels
Fixed issue where grenades on Loach would freeze the game
Added settings menu hint to range scene
Added info about Version 2
Version 2 Roadmap + Info
Each box represents a new test build release
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How to Test Version 2:
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
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The Inventory:
Version 2's inventory is less restrictive, more immersive, and an overall better system that will improve gameplay substantially.
Chest Webbing
The main improvement to your chest rig is that it's now based on weight instead of slots, so you'll be able to carry as many items as your character and gear can hold. The other major change is how items are stored and retrieved:
While holding a small item (ammo, grenades, flashlight, healing...) over your chest webbing, release it to store it in your grip grab pouches or pull the trigger while hovering to store it in your trigger grab pouches.
To retrieve items from your chest rig, press trigger or grip over your webbing.
When retrieving items, if your other hand isn't holding a gun, it will grab the last stored item in that pouch. If you are holding a gun, it will automatically grab the fullest matching magazine if available. This will make reloading a lot faster and more natural.
Separating your chest webbing into two different inventories (grip & trigger) allows you to have more control and organization over your equipment. For example, you may dedicate your grip pouches to ammo and leave your trigger side for healing or grenades.
Weapon Storage
When storing weapons, you release small guns over your holster on your waist. Large weapons are stored over your right shoulder and you can now carry two of them at a time.
The first stored gun can be retrieved via the grip button, and the second stored gun is accessed with a trigger grab. This means you'll be able to bring an SMG to accompany your sniper rifle or an RPG along with your shotgun...
Keep in mind, though, that stored guns still count towards your inventory's current carry weight, so plan ahead if you want to bring two M60s to battle (who doesn't?!).
Rucksack
Besides your quick-access gear, Version 2 introduces a new and improved rucksack. Instead of the current implementation, the rucksack inventory uses a more traditional grid style layout, something like you'd see in Escape From Tarkov or the immersive sim genre. This will make for a more reliable system that finally allows for rucksack saving/loading.
Grab over your left shoulder to access your rucksack, then drag and drop any item (guns included) into the grid however you see fit. I would even like to have it as a hexagonal grid to make it more dynamic and increase storage possibilities, but we'll have to see. To retrieve items, poke/touch them with your index finger. This solution removes any jankyness or frustration associated with grabbing an item in VR when it's surround by a bunch of other things.
Also in the rucksack, you'll be able to view and organize your quick-access gear, meaning the grab order of your chest rig pouches and where stored items are held within your inventory.
Besides item bulk being a factor, equipment stored in the rucksack still contribute towards your inventory's overall carrying capacity, but it also has it's own, independent max weight as well, so you'll have to balance not only what you carry, but where you carry it. As an example, items like binoculars and smoke grenades should generally be stored in your rucksack to leave room in your chest rig for more important items like healing and ammo, which should be easily accessible.
Effects & Consequences
Lastly, your current carry weight affects your player speed, agility (jumping + climbing), and stealth. You'll need to plan your loadout around the specific mission and how you want to accomplish it.
Play as a quick and stealthy sapper or opt for a one-man army setup with a gun for each situation. Take the time to keep your gear organized or say 'screw it' and just hope you don't get caught with your pants down. The point is that these are all your choices to make and experiment with and you'll feel the consequences firsthand, whether you prepare for them or not!
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Uniforms & Gear:
The uniform and gear system takes advantage of Version 2's full player body by allowing you to customize what you wear and bring into battle, outside of your actual loadout. It's not just a cosmetics system though as each item affects gameplay and changes possible playstyles, but the bonus is that it's all entirely optional if you're not interested in this type of thing.
You'll be able to decide your headwear, outfit, rucksack, and chest rig for each playable faction. Each piece changes your player's stats, including: health, carry weight, visibility (stealth), and mobility (speed + agility).
All items will be historically accurate and will be based on items actually worn by real soldiers during the war.
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AI:
Version 2's AI are being built from scratch specifically to fit PunjiVR's gameplay style. While commandable squad members are not planned until after Version 2's release, allied AI will be included!
A big goal for the new AI is to make them feel human, and not just in their decision making. The new AI utilize a morale system which affects everything from their confidence, to their tactical choices, and even smaller things like accuracy and awareness. Their morale changes based on factors like the number of nearby allies, if they know where their enemy is, and if they're under fire.
Bots with high morale will be more apt to push up, flank, and be more aggressive while bots with lower morale will generally take a more defensive stance or try to move away from their target to get more help. If their morale gets too low, however, they might reach their breaking point where they start to act irrational. AI at this stage will do things like ignore orders, flee aimlessly, lose their weapon, surrender, charge recklessly, or lie down and cry.
In addition to the morale system, bots will carry personal items in their inventories, things like letters and photographs.
In general, their behaviors are a lot more believable as well. Their detection is now based on factors like lighting, foliage, and distance, and their target is now set as a world coordinate instead of a fixed target. In short, this means that their targeting will behave more like another player because they only know where enemies and allies are when they directly see them, but they can also estimate their positions through sound, muzzle flashes, and cover spots.
Another improvement is that they're more responsive to danger. They know when they're being suppressed and can feel when they're exposed (even while in cover), all while using info that only a real human could gather in that scenario. If they're being shot at but they can't see the shooter, they'll target cover locations in the incoming shots' direction, but they'll also become more accurate in their estimations the more they see where the shots come from. Check out the video below for an early preview: [TAG-108]
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Operations Gamemode:
Operations - Quang Tri will be the flagship mission for Version 2's release. It strays away from PunjiVR's current mission design of small scale, single objective levels in favor of a large and open-ended style of play which grants you more freedom, better replayability, and more emergent scenarios.
Instead of 15 individual maps, Operations takes place on a singular region (hence the importance of the jeep and helicopters). You start in a central location and are tasked with completing any of the 5 randomly selected objectives on the map. Objectives include goals like ambushing a patrol, stealing intel, assassination, reinforcing allies, and more.
You go to the objective area, complete it however you want, then you're rewarded with experience points (more on that later) and are assigned a new objective along with the other 4 you didn't complete, so you'll always have 5 options to choose from.
Something to keep in mind along your travels is that enemies aren't limited to objective zones. There will be patrols, snipers, and unmarked camps scattered throughout the map, which will add another challenge to each objective of just getting there in one piece. Additionally, some objectives will require you to return to base after its completion to be given the full reward, so there will be plenty of high stakes involved.
If you're short on time or would rather just get to some action, there will be an option to shorten your journey or remove it entirely, all without breaking immersion, although the reward will be decreased.
If you are the adventurous type though, you will be rewarded for exploring the map. In hidden areas and places off the beaten path, you'll be able to find ammo, grenades, weapons, and intel stashes. Intel stashes are items that grant you an extra special reward when you bring it back to base. These rewards include large XP boosts, new vehicles, unique gear/uniforms, and rare weapons (like the one below):
Besides that, you can also find and unlock checkpoints which are locations that provide the same benefits as the main base (e.g. respawn point, resupply, drop-off zones...).
All in all, Operations will provide a fresh but familiar experience that yields more gameplay and possibilities than anything ever seen before in PunjiVR.
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Quang Tri:
The Quang Tri province was chosen as the first Operations map due to the amount of variance and diversity throughout it.
Denser urban areas sit near the center while the eastern coast is home to hamlets and sandy beaches. The central landscape generally consists of flat, open terrain with rice paddies scattered around, but as you begin to move west, you start getting into the mountainous highlands, home to thick forests and jungles. Rivers flow throughout the region, making for some good patrol boat potential.
Lastly, Quang Tri houses many notable landmarks, like the Citadel, Khe Sanh combat base, the DMZ, and the Hien Luong Bridge, just to name a few.
Future maps will explore more provinces which will provide different gameplay challenges and scenery.
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Ranks, Unlocks, & Progression:
Every time you complete an objective or kill an enemy, you'll be awarded with experience points (XP). Earning enough XP will get you promoted which will grant you special rewards like new weapons, gear, and vehicles, as well as a support token which can be used for reinforcements, resupply, transport, and fire support. Keep in mind that you can lose XP from doing things like killing allies or (when they're added) civilians, but you can only lose progress towards the next level and you can't be demoted.
To unlock variants and items for unlocked weapons and vehicles, you'll have to complete specific challenges. For example, getting 25 headshots with the Mosin unlocks the Mosin PU (sniper), killing 25 enemies with the CAR 15 unlocks the 30 round magazine for it, and flying 30 miles in the UH-1 Huey unlocks the gunship variant.
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Day/Night Cycle + Weather:
To add variety and keep things interesting, Quang Tri will feature a time and weather system that will affect gameplay and your planning.
Moving at the rate of 1 real life minute to 1 in game hour, a full day will last 24 real minutes. Dusk and dawn will still be manageable to work in, but when the dead of night hits, it will get very dark and you'll need to rely on your flashlight, headlights, and environmental lights to navigate (a night-themed update will arrive shortly after V2's release and will feature night vision and other equipment). At base and checkpoints, you'll be able to wait until a specific hour to skip time and use it to your advantage (night ops for stealth...).
A basic weather system will also be included to represent the wet weather Vietnam is know for. Rainy and overcast conditions will reduce visibility, audibility, and navigation, especially when flying. Roads may get flooded and paths will change. Don't worry though, because all of these changes also affect the AI as well, including the time system.
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Navigation:
Your map will be treated as a second tab from your rucksack's inventory, so you grab over your left shoulder then press a button to access it. By default, your map will not show where you, allies, enemies, vehicles, or anything dynamic are (excluding objectives) and you must use landmarks, terrain, and other real world techniques to determine it yourself. If you prefer a more casual experience, there will be an option to show your position, but you'll be encouraged to keep it disabled.
The map will feature grids, topography, a compass, and grease pencils to help you. When Co-op is added, there will be an option to have a shared map where you both can see each others' marks and notes. Another cool feature is that the map will not be illuminated and will react to the lighting around you, so night time will require you to find a light source to read it.
The reason for these choices is to create a more memorable and immersive experience. You'll need to make sure to identify your targets, routes, and learn the map like you would in real life.
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Release Date?
I'll be honest, I have no idea and I don't want to make any deadlines at this stage either as they usually only lead to crunch on my end and a poorer product for all of you. So in short, it will be ready when it's ready.
Version 2 definitely has a large scope, but it has all been meticulously planned to still be manageable. Focusing on one main mission lets me put in the extra attention to detail and design everything else to work around it, which was the main headache and setback of Version 1, with it being too many ideas glued together without a clear goal. For Version 2, this roadmap is the goal and it will keep me focused and more productive.
I'll continue working as often as possible on Version 2 and will keep releasing progress updates and test builds so that you're never left in the dark and to ensure that you all have the opportunity to provide feedback as it develops. With every new test build update, I'll keep the roadmap up to date for reference, so make sure to check back every month or two.
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This is a very long read and I tried to keep it to the point and as digestible as I could, but there's just so much important info to note. Overall, I hope it gives you a good idea of what to look forward to and the type of direction I intend to take the game. As always though, I would love to hear your thoughts on it, so keep me posted!
Thanks so much for reading and remember to keep an eye on the tree line!
- Camden
Showcase 2
Guns:
Guns have seen a major improvement all around for Version 2. Some notable features include:
Working hammers
Better recoil system
Multiple grab positions for slides/bolts and grips
New effects
Chamber smoke
New weapon models
New ammo counter (shows on helmet tap)
Animated magazine insert/eject
Much better performance, especially for bullets
Check out the videos below to see them in action!
1911
M16
???
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New Controls
I've simplified the control scheme and made it more accessible. Your dominant hand's joystick/touchpad controls movement (double tap or click in to sprint). Your non-dominant hand's joystick/touchpad has a few different uses:
Releasing up jumps. Hold it longer to jump higher
Left & right still control turning
Tapping down toggles crouching
Both controllers have two 'action buttons' (only one button for Vive Wands) which do things like change the fire mode, drop the slide, release the magazine, and pull the hammer back. The action buttons are mapped to the two thumb buttons on the controller and top menu button for Vive.
There are still two grab modes, grip and trigger, but I replaced the icons to make them a little more intuitive. Grip grab is a white 'G' while a trigger grab is a red 'T'. The M16 video above showcases this change.
All in all, this new control layout should be more familiar and natural.
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OpenXR:
A leading cause of many of PunjiVR's issues is related to it using OpenXR, which is the newer VR SDK that handles all of the background work like detecting hardware, inputs, tracking, and so on. I originally chose to go with OpenXR over the existing SteamVR/OpenVR SDK because it was labeled as its replacement and was supposedly better (or at least going to be better) than it. For the past ~2.5 years of my VR development journey, however, I have encountered many issues with it, including incorrect hand offsets, missing inputs, black screens on startup, and poor performance (on PunjiVR and other projects, through multiple versions of OpenXR).
When setting up Version 2 with everything updated to the most recent versions, I immediately started encountering similar problems (many devs have also reported the same bugs). To avoid having to battle these built-in issues again, I made the decision to switch to OpenVR and I'm glad I did.
After switching, I have experienced zero problems and all controller rotations have been correct. In addition to that, inputs will now be rebindable through the SteamVR menu and Knuckles finger tracking now works!
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Test Build 1:
I anticipate the first test build getting uploaded sometime in the next two weeks.
It will include everything in these last two showcases plus the mosin nagant and an improved test range with better targets and a climbing course. In the update announcement, there will be a tutorial for switching to the test branch if you need help with that.
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Closing:
I'm really happy with how the guns are turning out and am relieved that switching to the SteamVR SDK fixed so many issues and opened up some new options. To make sure that I can get this update out as fast as possible without tarnishing the quality, I only plan to add about 10 unique guns to start with maybe 4 or 5 variants, so there'll likely be no more than 15 weapons at launch. Because the project is much better organized, however, it will be faster and easier to add in more in future content releases.
The other plans for Version 2 are rather drastic and push PunjiVR into a new and exciting direction, so I'm excited to tell you all about them, but I'd like to make a separate announcement special for that so be on the lookout for it in the upcoming weeks. (Don't worry though, the core idea of PunjiVR will remain the same)
If you'd like to see these progress updates as they release, make sure to check out the links below. Thanks for reading and the support!