So sorry for the delay, but the crash has finally been fixed and helicopter missions are now playable again!
If you're curious about the reason, it's because the StreamingAssets folder failed to get included in the final build, which is something the new radio system relied on. My test and editor builds both had the folder included, so that's why it went unnoticed for some time. At any rate, it's all working now.
This will likely be the last update for this legacy version of PunjiVR and I will now be focusing my efforts on Version 2. I'll update you all soon, good luck with the flying!
-Camden
Showcase 1
I've been hard at work on PunjiVR Version 2 (Update 16) and I finally have some of the new features ready to share. Check out the previous announcement to learn more about Version 2.
Full Player Body:
The first and most requested addition gives players a full VRIK body!
Weapon Audio:
While the current gunshots and explosion sounds are nice, they're not this good:
As you can see (and hear), the current environment will actually affect the sounds and reverb. Another exciting improvement is the audio is also affected by distance and the speed of sound. A delay is added depending on how far the shot/explosion is from you, so with some training and experience, you'll be able to get an idea where the sound came from, how far it is from you, and what weapon it came rom (all weapons will have unique audio clips).
Audio in general should be a lot better optimized and organized, oh, and you'll finally be able to adjust the volume of each sound type (weapons, foley, ambience, voices...)!
New Player Controller:
The new player controller is still physics-based and it still focuses on giving you complete freedom over movement, but it's now more refined and user friendly. Movement is more responsive, jumping and climbing are easier and more intuitive to do, hands are still physical but no longer get caught on the environment or lag behind, and everything just feels a little better overall.
Character Models:
The current Punji characters are all unique/standalone meshes with different scaling and bone structure, which only complicated everything. New characters all follow a single base mesh and are interchangeable. Instead of needing to create a seperate enemy variant for each character, the new workflow allows me to only have to make one base enemy, then I can simply show or hide the character meshes as needed. In other words, these new characters save so much time and effort! Let me know what you think about this first set:
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Now that the foundation is mostly in place, I'll start work on the weapons next, so expect some info on that in the next month or so. The first test build will likely get released around then and will feature a basic shooting range just to test out the core of the game and make sure everything's running correctly first.
As always, I'd love to hear your thoughts on this, so feel free to share any feedback or suggestions you have. Thanks for reading and the support!
As you were
Important Announcement
For Update 16 (next major update), I wanted to focus on fixing some core issues, mainly the ones that make it difficult, uncomfortable, or even impossible to play for some users. Unfortunately, I discovered that many of these problems are out of my direct control and are instead dependent on things like the VR framework, SDK, and Unity Editor versions I use. I spent the last week attempting to update them, but that ended up creating more headache than anything.
To cut to the point, the Unity project for PunjiVR is over 2 years out of date, but the main issue is the way I've been creating and managing it so far. PunjiVR is my first major project and I started it when I was still a beginner, so there are a ton of mistakes, poor integrations, and very little organization. I want to work on PunjiVR long term, but these underlying drawbacks will continue to make things difficult, especially when it comes time to add things like multiplayer.
Because of these reasons, I'm starting fresh on a new, up to date Unity project for PunjiVR.
The goal is to recreate the game up to its current state, just with better development practices and a much sturdier foundation. The overall style and themes will all stay the same, the new version will essentially be the same game we have now, just better all around.
I'll be honest, I don't know how long this will take, but don't worry because I won't leave you all without new content for too long! I plan to frequently release beta builds to the test branch that allows those of you that are interested to test and provide feedback on the new version as it develops. If you're not interested in that, you'll continue to have access to the current Update 15 build of the game.
The last point I want to mention is that this will still be a 100% free update. Even though I'm rebuilding the whole game, it won't affect the price or any owned content at all. This will just be another update, a really impactful one, but still just an update.
I'll start posting regular progress updates with this new version again and I anticipate having the first beta build ready in the next few weeks, so be on the lookout for those. I look forward to hearing your thoughts' on this, so don't hesitate to post them!
Thanks so much for reading, happy new year, and remember to keep your eyes on the treeline!
-Camden
Update 15
Highlights:
-New Mission: Extraction
Extract as many soldiers as you can before time runs out!
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Major Changes/Fixes:
Reworked Radio System
You no longer need to rename or convert any custom tracks, simply drag + drop .wav or .mp3 files into the StreamingAssets folder (guide update coming soon!).
If no custom files are detected, the default playlist plays
When a song is finished playing, the next one in the playlist starts (rather than looping the same song like it used to do)
Thanks to MemeIsMyDream, Maurs Baur, and Tyrus Rechs for sharing their custom music!
Major optimizations to explosion and grenade scripts
Gunshot and suppression sound effects have been made quieter and are normalized with the rest of the audio
New models and accessories for US
Rewrote top cover system for M60 and future LMGs. It's now more reliable and less janky
Added scene transitions
Revised bolt action system to make it feel smoother to use
Offhand pose rotations for Mosin rifles have been fixed so you can now operate the bolt with your main hand
Minor Changes/Fixes:
Made helicopter radio chatter slightly louder
Rendering optimizations to Gun Run - Huey
Edited OD Green materials to better fit PunjiVR's style
Added LODs and made other minor optimizations to US AI
Lowered Huey max weight capacity
Fixed collision errors with Huey
Shortened mission selection menu
Removed 'Start Here' arrow on the mission selection menu
Repositioned a few weapons to be closer to the edge of the table on Menu Range
Fixed VC sniper not dropping their weapon
Objective smoke no longer goes through the environment on Beach S&D
Made helicopter noises quieter
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Closing:
I had a lot of fun making and testing Extraction and I hope you all enjoy it too. This is just the first iteration of the mission, but I'd like to eventually expand it further by adding things like hot LZs, leaderboards, and other scoring options. For now though, it's a simple but very fun mission that tests your flying skills.
Before I talk about the next update, I wanted to mention the radio system rewrite first. I know there are many other ways to listen to music while playing, but I like the idea of having a built-in solution available for immersion and whatnot (it will be even better when I eventually add a radio to your rucksack for infantry missions). Anywho, I mainly wanted to give another shoutout to MemeIsMyDream, Maurs Baur, and Tyrus Rechs from the Discord who all shared custom music to be used in PunjiVR. If you have any tracks that would fit the game, feel free to send them to me in one of the social media links below or through a private message, I'd be happy to give them a listen!
Looking forward, Update 16 will be another major polishing update, this time focusing on the player controller. The main goals I have planned will be to fix the hands getting caught on things, fix the hands lagging behind when moving or turning, polish climbing, streamline and polish movement and jumping, and revise the control scheme. This update should make everything less janky and more responsive, so I'm excited to start work on it.
For Update 17, I'm going to finally add in a tutorial to help out new players and maybe teach some of you veterans a thing or two that wasn't explained well previously. The updates after U17 will start to ramp things up a bit, so be on the lookout for info on that when it's ready!
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As always, if you experience in bugs, have any suggestions, or just want to stay up to date with PunjiVR, make sure to check out the links below. Thanks again and let me know how many soldiers you can extract, my high score is 26!
Click on the dropdown box, then select the option for last_stable_build
If you want to go back to the most recent update, follow the same process but click on "None" in the dropdown box.
Test Build 1 for Update 15 is Ready!
This test build focuses on Update 15's new mission, Extraction.
Here's a video showcasing what this mission is about:
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
Update 14
Highlights:
Updated Default Gun Alignment:
They now align properly to your controllers and should feel more natural to hold
Open Bolt Weapon Remake:
They now fire when the bolt closes instead of when the trigger's pulled, leading to a more realistic and unique feel
Mission Difficulty Settings
New Settings Menu:
Settings are now consistently saved & loaded, the UI is a lot cleaner and more straightforward, and you can now configure them from your rucksack menu anywhere in the game!
Gunstock Mode:
Enable it in the settings menu
Bolts no longer automatically release and can be held back / manipulated manually
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Major Changes/Fixes:
Replaced TT-33 pistol with a better model
Organized and standardized materials (helps performance & development workflow)
Remade most UI (check the changelog below for more info)
Added more cover between spawn and the rest of the temple on Ruins
Fixed issue with MAS 49/56 & Tokarev bolt/slide not functioning correctly
Changed skyboxes, fog, and lighting palette on multiple maps
Changed socket spawners to trigger grab to avoid misgrabbing with main weapons
Repositioned VZ61 second-hand grab position. It behaves like the other pistols now
Minor Changes/Fixes:
Fixed issue where distant audio sounds wouldn't play
Changed scale on multiple guns
Made grenade explosion effect larger
Added more effects to grenade explosion
Enemies no longer talk when they're dead :(
Fixed Type56 bayonet (it unfolds properly again)
AI gunshot sounds now keep playing after they die
Fixed collision issue with VZ61
Decreased AI visibility distance on Bridge
Adjusted enemy presence values on all missions
Optimized multiple missions
Fixed bugged enemy spawn on Elephant Grass
Fixed collision issues with player & M16, XM177
Made in-game Discord link more straightforward & visible
Rearranged mission select UI
Heavily simplified & optimized settings script
Removed outdated settings options
Slightly lowered threshold before scroll bars activate to make button clicks easier
Fixed settings load order to be on par with script load order
Settings UI now properly shows correct information on start
Replaced outdated AI helicopters in Firebase Range
Reworded a few rucksack hints for clarity
Made PunjiVR logo more visible on startup
Made back of all menu UI a solid color (no longer transparent at some angles)
Renamed "Reload Scene" to "Restart Mission"
Fixed visual artifacting when looking at emissive materials
Disabled outdated camera settings on XM21 scope
Fixed minor hand grabber issues outside of main menu scene
Reworded, removed, updated, and added to the rucksack tips
Made grenade explosion effect bigger
Polished and added to grenade explosion effect
Added more AI cover triggers to multiple positions on multiple object prefabs
Minor rendering optimizations to Ruins, Firebase Range, Streets, & Bridge
Made intel more visible on Highlands
Made single round ammo storable in chest rig
Fixed issues with side shells on sawn-off shotgun
Applied more accurate material color to XM21 scope
Fixed magazine positions on M14, XM21, & VZ 61
Removed easter egg M14 (golden one) on Firebase Range due to it being extremely outdated... Will add more secrets later
Fixed issue with hand disappearing when opening the M79 while grabbing w/ forward hand
Changed materials on multiple items
Fixed issue with visible magazine ammo not appearing on start sometimes
Fixed bugged grab point on MAS 49/56
Normalized scaling on a few outdated weapon models
Fixed issues with some effects not playing in local space (leading them to be rotated wrong in game)
Moved ammo spawners closer to player on tables
Fixed issue with turn setting UI not displaying correctly
The health watch is now hidden on left hand grab to avoid it floating in the air
Arranged menu ammo spawners & made them easier to grab
Fixed issue where hand model wasn't appearing when grabbing some bolts
Made shotgun pumps a little more responsive. More polish is needed though
Fixed Type56 bolt lockback issue
Grabbing the M60's top cover now requires you to be holding onto the main grip first (prevents it freaking out when grabbed by itself)
Repositioned unfair sniper on Bridge
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Closing:
This was a smaller update but a necessary one. It fixed a lot of the long term issues with PunjiVR, including accurate gun alignment and bolt manipulation while also adding a few heavily requested features like a gunstock mode and difficulty settings. Now that this update's out, the entire experience should be a lot smoother and less janky feeling.
If you missed the previous announcement, a testing branch was added about a week ago which let you guys check out and provide feedback on the update before the actual release. It helped me out a ton and saved a lot of time and effort for development, so I will definitely continue doing this for future updates. If you are interested in helping test out future content early, stay alert for announcements here or join the discord (link below) to get instant notifications when a new testing build is ready.
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As for the future, I will be reverting back to a more frequent update schedule to try and get at least one major update out every month. I tried the slow but large release schedule with the past few updates, but that style leaves far too much downtime for the state PunjiVR's in right now.
The next update, U15, will introduce a new gamemode and mission called Dustoff. Dustoff will be the first actual transport helicopter mission with a simple but replayable objective: Pick up wounded soldiers at a randomly placed landing zone, then bring them back to base. You'll need to save as many men as you can before the timer runs out.
Along with the new mission, Update 15 will continue to focus on general polish and bugfixing.
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I wanted to close this off by thanking you all for your continued support and feedback. I know the past few months have slowed down in terms of new updates, with the AI Overhaul and scrapped graphics update taking up a lot of time, but I'm hoping that the new update cycle will start to kick everything back into full gear. If you experience in bugs, have any suggestions, or just want to stay up to date with PunjiVR, make sure to check out the links below. Thanks again and make sure to keep your eyes peeled!
Click on the dropdown box, then select the option for last_stable_build
If you want to go back to the most recent update, follow the same process but click on "None" in the dropdown box.
Test Build 1 for Update 14 is Ready!
This is the first official test build published for PunjiVR's next major update. If you are interested in checking out some of the new features early and/or want to help out with development, follow the steps 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
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The main new features to test are:
+ Properly aligned weapon poses (do weapons feel natural to hold now?) + Gunstock Mode + Mission difficulty settings + Manual bolt/slide manipulation & release + New settings menu
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If you have any feedback or experience any bugs, please let me know on the Steam forums or through one of the links below. Thanks for testing and have fun!
Fixed issue where the game wasn't properly launching for some users
Fixed lighting on Ruins so that it's brighter and easier to see
Heavily optimized Ruins
Changed range shade & table models
PunjiVR Year 2 Roadmap
Change of Plans
PunjiVR's 14th major update was originally focusing on enhancing the game's visuals, but I recently made the decision to hold off on that so I can instead put more effort towards gameplay.
While new graphics and lighting will be nice, what PunjiVR really needs right now is more polishing and content. I've already spent over a month working on the visuals and have only finished one level (a very small sized one at that) with 14 more to go. Even if I were to spend only two weeks per mission, it would still take around 7 months to finish, time that I'd much rather spend making the game itself better, rather than just the visual appearance.
I have a lot of super exciting content that I really want to start working on, including new missions, more vehicles, AI improvements, weapons, and a lot more, so I'll save this visual update for another time, maybe closer to the 1.0 release. I'll still keep the progress I've made thus far to save time when I do eventually get back to the graphics, so this time definitely wasn't a waste.
Looking forward, the new Update 14 will focus on revising the game's inventory system, improving weapon handling, and adding in a new surprise that a lot of you have been asking for. Instead of 7 months, this should be close to the normal update pattern of 1-3 months, as will the updates that precede it, so you'll all get a lot more to look forward to than just the visuals.
I also created a roadmap for the next ~year of development that I'll turn into a graphic to share with you all, so be on the lookout for that when it's finished.
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Sorry if any of you were looking forward to the visual upgrade, but I'm sure you understand why I made this decision. Thanks so much for taking the time to read this and don't hesitate to let me know if you have any suggestions, questions, or have any bugs to report by posting them in the comments, on the Steam forums, or through one of the links below.