Now that GDC is over the updates can return to normal. Expect a few new and interesting features added in the coming weeks. We had a number of meetings with interesting tech companies and we hope to collaborate in bringing some new systems to the game!
Changes and Fixes
Updated map seed
Adjustedarchery target locations
Reward pillar correctly resets after exiting an event tile
Event tile TPs should now only be active during events
Work on the next boss starts this week to keep on schedule for exit of early access!
Patch 0.44.27
New Items
While I’m currently at GDC, I wanted to release an update this week with some new stuff!
There are now 2 new items in the pool: Frigid Mitts and Focused Visage.
There are some more complex items that I plan on adding in the near future as well, hopefully some that will encourage more cooperative play!
Other Changes
Map Seed Changed
Patch 0.44.25
Bug Fixes
This week's patch tries to address some of the more serious bugs that have been bringing a bit of chaos to the game over the last few weeks. The biggest one is that of teleporters outside event tiles being active and grabbing players during or right before an event. This should now be fixed. Other bug fixes this week include:
Fixed issue respawning while invincible
Fixed issue creating different event tiles between players in the same game
Lowered opacity of shield bubble
Fixed wrist panel ordering
Fixed wrist panel title display
Fixed wrist panel name-jumping
This week also had a slight issue with the Unity License, so this version will show the "Made with Unity" splash screen instead of the QuiVr logo. Hope to have this sorted out soon.
On to GDC
This Thursday I'll be leaving for GDC (returning next Sunday), so if anyone will be in the area let me know! I do plan on releasing a patch on Tuesday while I'm there though with some cool new stuff :D
Patch 0.44.18
New Boss
The second boss has been added to the game! This boss is more difficult than the work, and so will only be available to spawn after gate 10 (in this week's map it is the second event at Gate 16).
Some of the sound effects are still in progress, but the main phases are in and the event is fully playable. I am still working on adding another mechanic to give you something to shoot at during some of the movement phases.
Other Changes and Fixes
Only one resume allowed per game
End game teleport no longer occurs if already at summut
Added 'skip event' target inside events
Death no longer moves players
Shield orb should correctly save other players
Updated map seed
Working on fixing the wrist panel issue and pre-event teleporter bugs for next update.
Patch 0.44.07
Mask Enemy Changes
The mask enemy has had a visual and audio overhaul to become more noticeable during the fray of battle.
A black & white visual appearance has replaced the all black color scheme for better visibility in all environments. Additionally, the audio loop (which was mistakenly also the Fire Tornado effect) has been replaced with a much more distinct sound that should draw more attention.
Other Changes and Fixes
Update to Unity 2017.3.1p1
Worm emerge shake only affects selected teleporter
Climb event shake radius reduced
Climb event difficulty curve adjusted
Shield orb ability now prevents all death mechanics (maybe too strong, will keep eye on it)
Updated map seed
This update was built with a new build computer (fresh install of Unity and migration of QuiVr project), which sometimes leads to weird issues. Please let me know if you find any small, strange problems so I can try to work out the kinks in the new system.
Patch 0.44.02
New Event
Over the last few weeks I've been working on a new boss. It turns out that boss design is actually pretty hard and this new one just isn't as 'fun' as I want it to be. To keep on schedule I had an extra event that was completed for the initial proof of concept for 'puzzle' event tiles. I was saving it until either the end (when I could finish the events early) or if I got stuck on a particularly difficult event that I needed some extra time on. So here we are!
This should give me two more weeks to finish up the new boss, and I hope to complete it in less time to give me a bit more buffer for future event tiles.
Other Changes and Fixes
Updated map seed
Increased audio clip limit to 25 (up from 15) to prevent audio cutoff
Fixed issue with map layout syncing
Fixed issue with teleporter activation sync (particularly before/after events)
Event Tiles are now every 8 gates (down from 10)
Patch 0.43.86
Updated Design Document
The updated design document is now complete! There you can still see the original document (linked in the new one), but this one now outlines the path to leaving early access during the beginning of summer.
https://docs.google.com/document/d/1IoYxQnIkwoChMVEKSg_unEqiaeLtxvOZlarU55_KjnA
Void EnvironmentVisuals
After some feedback this week regarding difficulty navigating the Void environment, a number of changes have been made to help preserve depth perception and understanding of the topography while maintaining the monochromatic feeling. While there is a slight performance hit for the rim-lighting effect, the improvements to the physics system should offset it.
Other Changes and Fixes
Update to Unity 2017.3.0p4
Lock Rotation is now enabled by default
Improved tile physics performance (reason for large download size)
Moved start orb down for visibility
Double check shielding enemy clearing
Teleporters can no longer trigger ability activation
AFK timer no longer resets after teleporting from gate closing
Improved laser sound indication
Can no longer reroll primordial items
Fixed freeze effect error
Fixed boosted teleporter error
Updated map seed
Patch 0.43.80
Powerup System
This patch introduces a new system to the main QuiVr gameplay loop.
Any time an enemy dies, it has a chance to drop a powerup orb which you can activate by shooting (not shared in multiplayer, so only you can collect your dropped powerups).
These powerups give your arrows a strong ability for the next X arrows fired (number depends on the specific powerup). This system replaces the teleporter vortexes that, while visually interesting, were difficulty to understand.
It also adds some more interesting variation during the core gameplay loop which I think is beneficial. I'll be looking at powerup tuning over the next few weeks, but the general beta response has been positive so I think it's good to test it out on a wider audience.
Other Chances and Fixes
"Make Game Public" button is now a toggle and can change public games to private
Fixed inconsistent stat tracking in multiplayer
Fixed temporary item notification after event tile
Updated Map Seed
Still working on the new boss, and will likely have the updated design doc for leaving Early Access ready for release next Tuesday!
Patch 0.43.75
Boss Spears
I wanted to take this week's ligher content update to talk about one of the strategies we are taking for bosses in QuiVr: Spears.
One of the issues that many games can suffer from are "bullet sponges". I have tried to prevent this from happening in QuiVr (aside from the Laser enemy which isn't really intended to be killed) by using more enemies as opposed to enemies with more health. However bosses present a problem in that there is only one enemy, and it can't die too quickly or it won't be very fun. The last thing I want to do is require you to shoot a hundred arrows into a boss to kill it.
Luckily a strategy already exists to get around this: Weak Points. The worm has them built into its body, and they activate at certain points during a fight. However this can cause issues with many bosses where it might not be clear where the weak points are, particularly for more complicated or detailed bosses. So (with inspiration from Sundered) we wanted to create a universal weak-point system that can be shared among all the bosses.
These Spears can be embedded in any enemy, leading to any number of weak points without needing to update the 3D model. They inherently stand out from the bosses in silhouette and texture. And they can be easily learned during the first boss fight that uses them, knowledge that then transfers to all other bosses! There are some other benefits too such as moving and scaling them for difficulty adjustment, and keeping all the different creature models grounded to the QuiVr universe by a common physical trait.
Overall I think that this weak point system will be a great benefit for the Event Tiles. Both providing an escape from bullet sponge mechanics as well as an intuitive progress indicator without a health bar.
New Boss Progress
Work has continued on the new Boss event, I think it looks really awesome with all the animations, but I want to take enough time to make the event feel completely different from the Worm boss (where I used one of the most versatile mechanics of throwing rocks at teleporters).
I think the results will be worth the wait, and remember to jump into the beta branch in the coming days if you want a sneak peek before release into the main branch. I will announce on discord when the new boss is available for testing.
Other Changes and Fixes
Added more visible trail for thrown rocks in Worm event
Small thrown rocks now have a brighter outline
Added new system for event sequence to prevent duplicates before all are used
Map seed updated
Patch 0.43.71
New Event
This updated includes a new event for testing which is not a boss fight, but instead a multi-tasking exercise. The event rate has been set at every 10 gates, and the worm will still always come first.
The next event will be another boss battle, but I wanted to get one of the non-boss events in the game to gauge player response. It turns out that non-boss events are much harder to make than boss fights, and we went through about 5 or 6 completely different designs that were shelved before we got one that seemed interesting and intuitive enough.
Other Changes and Additions
Added new tutorial lines for Armory
Added logging for failed event start (in multiplayer)
Next update will include some changes to event tile attack visibility (more visible trails and outlines for thrown objects) as well as a new system for sequencing the event tiles to prevent repeats but allow varied placement.