For guns with movable stocks, recoil changes if the stock is extended or not
Changed recoil for M60, Type 56, and M16
Fixed issue where mission progress wouldn't always save correctly
Rebuilt Navmesh on Embassy to fix AI pathfinding issues
Updated Demo build to be up to date
The Near Future for PunjiVR (U8 and Beyond)
Now that PunjiVR is released and in a stable [enough] state, I wanted to keep you all informed with what to expect in the upcoming major updates.
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Update 8 (Next Update)
The next major update will be all about the Huey helicopter. The goal for Update 8 is to have at least one flyable helicopter with two flight models (realistic & arcade) and a large flight range map. I originally planned on including combat helicopters plus a large mission with enemy combatants where you can play as the defenders or attackers, but will leave that for a future update so you all aren't left too long without new content. At this time, I'm a little under half way done with Update 8, so the expected time frame would see its release sometime in mid-August.
Future Major Updates
Following Update 8 and its inevitable set of patches, I'll start work on the next campaign which will have you play as a Viet Cong sapper with missions focusing on stealth and sabotage behind enemy lines. More details will release further in its development.
Because campaigns take a considerable amount of development time, I'll work on a few smaller updates to push out in the meantime. These smaller updates will include quick play missions, new weapons + tools, and new mechanics.
After seeing how many of you are interested in multiplayer, I'll likely start work with that sooner than I originally planned. At first, I only envisioned multiplayer as a few co-op missions, but the more I think of the possibilities, the more I want to do with it. I won't share too much yet as it's all still in the idea stage, but expect some exciting news for multiplayer in the future.
A Quest 2 port is still on the roadmap, but probably won't be ready for some time. Seeing how well other games have done on Quest 2 standalone, I doubt I would need to change/remove too much to get everything to run smoothly, but a lot of experimentation still needs to be done. Worst case scenario, I make an exclusive separate version of the game, but, like I mentioned, I highly doubt it would be that bad.
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Hopefully this gave you a little more insight into what the near future of PunjiVR will look like. Don't hesitate to contact me if you have any questions, issues, or concerns. Thanks for reading and don't forget to check for leeches!
Re-added mission progress (missions from a campaign have to be beaten in order to unlock the next mission)
Major Changes/Fixes:
Magazines in a firearm now use the trigger to grab them from the gun
Settings and mission progress properly save between sessions
AI accuracy has been decreased
AI view distance has been decreased on foggy/low-view-distance levels
Elephant Grass improvements to make it more fair for the player
Recoil changes for Thompson, M60, and Type 56
Moved chest webbing slightly forward from the camera
Pistols use the grip to two-hand grab (trigger to eject the magazine)
Added a few more props on Embassy
Doors on Embassy are blocked open now, will change back once doors are figured out
Fixed curb height on Embassy
Office workers no longer drop broken 1911s
All dropped guns and guns equipped at start begin with a round chambered (open bolts still need to be pulled back before they can fire)
Player no longer slides down stairs (new stairs on Embassy still make the player slide, will fix in the next update)
New stairs to the back house on Embassy
Added a large piece of cover at the start of Bridge
Added M79 to Evac
Added kill triggers to all missions if the player falls out of bounds
Adjusted muzzle position on 1911, it should be sighted in better now
If five or less enemies are remaining on Search & Destroy missions, all remaining enemies charge the player
Minor Changes/Improvements:
Slightly decreased time needed to survive on Evac
POWs no longer speak Vietnamese
Upgraded skybox on Firebase Alpha
Moved target on the far right on Firebase Alpha
Changed out background tree texture with leaves on Paddies
Added ballistics to elephant grass (grass can slow down and even stop bullets now)
Collision with elephant grass no longer stops grenades
Added a few more torches to Bridge to help with navigation
Audio reverb zone properly despawns on Ruins
Rebuilt navmesh on Ruins to fix issues with AI pathfinding
Decreases player health to 300 on Embassy
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That's all for this update, hopefully it makes everything a lot more polished and smoother for you all. Unless there are any major/game breaking issues, I'll be putting my focus towards Update 8 which will focus on the Huey!
If you have experience any other bugs or problems, don't hesitate to let me know through one of the links below or on the Steam forums. Good luck and remember to check for leeches!
Removed mission progress requirements so progress doesn't reset after the game is closed (Will attempt to add again in the future)
Added briefing text & image to Embassy
Added mission objectives to quick play missions
PunjiVR is now released into Early Access! (Update 6)
I will create a post in the next few days detailing some plans for the near future for the game. Lighting and textures are currently flat/unlit, I will let you know my plans to make everything look prettier in said announcement. In the meantime, here are the change notes:
What's New:
Added Operation X-Ray campaign
Added Embassy (Quick Play)
Added military police AI
Added office worker AI
Added doors (still needs tweaking)
Added huey to Firebase Alpha (non-flyable)
Added support link to main menu
Added out of bound triggers that reset player position
Fixes & Changes:
Added attional routes to Elephant Grass
fixed issues with M60 belt
m79 does damage now
m79 can now close with a wrist flick
fixed issues with tripwire effect
tripwire on Highlands triggers properly now
punji pit collision fix
Fixed ladder issues on Island Camp
Fog & lighting fixes
Open bolt gun can no longer fire if the bolt isn't back
Open bolts are released like other bolts
Changed recoil for K50M
Changed recoil for M60
Changed recoil for M16A1
Lighting optimizations
Thank you all for your support! I'm excited to continue work on PunjiVR and hope you're excited too. I will update you all shortly...
PunjiVR Demo - Update 5 Patch 1
Fixes & Changes:
AI engage player correctly (on Ruins)
Fixed issue where Ruins wouldn't end once all enemies died
Fixed issue where squad mates wouldn't engage enemies on Paddies
Made AC47 sounds louder
Updated tutorial to reflect Update 5's changes
Fixed lighting issues with grass
Enemies engage player's allies more often now
Made UI laser pointers a little more visible
Decreased max rotation range of player's chest webbing (it should follow your real life torso better)
PunjiVR Demo Update 5
What's New:
Added trigger reset sound
Added Thompson to Ruins
Added preset loadouts to Ruins
Added AC47 Spooky/Puff Gunship
Added more detail to Paddies
Added new bullet impact variations
Added new grab indicators for trigger grab (red square)
Added water impact effect
Added endless wave defense game mode
Changes & Fixes:
Fixed scope issues where the scope would stop rendering when released
Fixed issues with player scale
Fixed large weapon storage confusions (has a clear slot now)
Updated large weapon storage orientations
Calibrate height and other buttons work again (in main menu settings)
Changed the explosion effect
Changed explosion sounds
Grenade pins are easier to grab
Re-added Knuckle controller offset fix (if using knuckle controllers, hand rotation is applied at start. Still may need manual tweaking)
Fixed grenade audio not playing sometimes
Optimized grenade explosions
Bolts on open bolt weapons close properly now
fixed lighting issues on Firebase Alpha
Removed most of player's body to get rid of unnecessary clutter
Fixed issues with some plants and foliage not swaying in the wind
Fixed collision issues with rear huts on Paddies
Squad AI correctly change targets now
Made some enemy types despawn faster for performance
Ammo crates only supply a limited amount of ammo now
Optimized wave defense game modes
Known Issues:
Lighting issue with Thompson muzzle flash on Ruins
Squad AI not engaging enemy
This will likely be the last demo update for a while (minus some patches if necessary). Just a reminder that the early access release for the full game is scheduled for July 15th**! Stay tuned for more info...
**If you are a tester, the full game will stay in your library.
PunjiVR Update 4 Patch 3
What's Changed:
You can save & load settings again
Optimized save script
Adjusted player scale in Firebase Alpha
Added map and briefing to Firebase Alpha
Update 4 Patch 1
Changes:
Changed out Range map for Firebase Alpha
Major optimizations with lighting
Major general optimizations for each level
No more load time when saving settings
Friendly AI can't be knocked out anymore
Ladders have an easy climb mode where you can press the trigger when grabbed to teleport to the top. Normal climbing is unchanged.
Weapon optimizations
Added light in starting bunker of Ruins
Fixed muzzle flash for m1 carbine
Known Bugs:
Watchtower has lighting issue on Ruins
Ladder tooltip worded poorly
Squad AI sometimes doesn't change target after their target dies
Buttweißer cans can be a little buggy in the rucksack
AI sometimes doesn't shoot (reloading scene fixes this issue)
If you experience any other issues, have suggestions, or just want to be a part of the community, make sure to check out the game's discord!
Update 4 - PunjiVR
Rise and shine, soldiers! A new PunjiVR update is here! Without further ado, let's see what's new...
New Demo Mission: Paddies
In an unknown valley clearing somewhere near the DMZ lies a small village where you and your squad set up a defensive position. A small group of enemy soldiers makes their way to you, don't let them get too close!
Paddies is one of the largest missions I've made and the largest that I've publicly released. It features a few new systems like your squad, friendly AI, preloaded loadouts, and the wave defense gamemode. It contrasts the other demo mission, Ruins (which is still included), well and better shows off what PunjiVR is capable of.
The demo version of Paddies is time limited, lasting around 5 minutes, but can be played an unlimited amount of times. I don't want to give away too much, but there is a hidden gun somewhere around the level to help you out with long range engagements. The full release version of Paddies and other wave defense missions will remove the time limit and be based on how long you can survive. In that version, each new wave will increase in difficulty via the number of enemies per wave, time to survive, and eventually enemy fire support!
Keep in mind that the demo version of Paddies is separate from the full game's mission. I have a few other plans with the wave defense missions and will release more info on them in the near future.
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What's New:
New mission!
New gamemode!
Large weapons are now visible on your body when stored
Level design revisions and changes (see last event for more info)
Added US Army faction
Added NVA faction
MP40 & RPD teasers have been added to the shooting range (They still need to be properly set up, but you can look at them!)
New lighting and weather (see last event for more info)
Changed briefing/map to work like the rucksack as its own object. Grab over your right shoulder to access it(thanks to the_runningboy for the suggestion)
Added height calibration button to rucksack menu
Added new bullet whizz and crack sounds for when the incoming rounds get too close
Changes & Fixes:
Storing long guns doesn't drop whatever is in your other hand anymore
Long guns don't accidently store themselves when you release your main hand by the large item socket
Fixed 1911 rotation being off for some devices
Sound is now directional and has been heavily tweaked
Menu UI has been updated
General and minor optimizations
Colliders are more accurate for the environment
Minor AI tweaks
Grenades are louder
Tweaked grenade explosion effect
M16 and CAR15 can't push the player around anymore
Fixed minor bug causing player to not be able to go up some stairs
Removed calibration on start due to it causing some issues
Fixed bullet flyby trigger location in Ruins
Material lighting fixes
Made UI buttons easier to see when highlighted
Made UI pointer easier to see
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That's all for this update, let me know if you experience any issues with the build or have any feedback about it. I'll share some more info on a few exciting things soon, so stay tuned! Have a good one and, as always, check for leeches!