The Root Beer On Tap beta has been updated! here's what's new this week:
added thumbs up hand posing! Also supports finger-guns.
added a level select menu in the main menu. After you visit a level once during the main game, you can go to this menu to play through it again as a single level, and go right back to the level select screen once you finish it. Great for thinking your way through tough levels before tackling them again in the main game. Scores aren't saved when playing through a level via the level select menu. - beta tester feedback
fixed the scoreboards inside levels incorrectly reporting score.
a few other small fixes.
give it a try and let me know what you think! as always the best place to give feedback and get access to the beta is through the Discord!
Sojimne
Hypernoodle Games
Beta Update - Major changes to difficulty
Hi everyone!
The Root Beer On Tap beta has been updated with the following changes:
All counters lowered from 84 cm off the ground to 70 cm, a nice standard table height. - Beta Tester Feedback
Mugs that break from a bad throw or an accidental drop will NOT count as a failure if they land in the space between you and a counter. Think of this space as a safe zone. Mugs coming back that you do NOT catch however will still count as failure.
Mugs react to physics when held now, making it much easier to hold them against counters, or pound your victory mug against the victory pedestal in a declaration of victorious victory.
Please let me know what you think of the update! I'd love to hear about the experience of playing the game now that you might not have so many accidental failures. And if always if you're looking to try the beta don't hesitate to join the discord server, I'll get you a key straight away!
Hi everyone, I just pushed an update to the Root Beer On Tap beta!
Tomato presence! Hands disappear when grabbing an object.
Mugs will not rotate to align to the hand when grabbed, grab at any angle that is comfortable for serving! - beta tester feedback
Made Tap handles and other physics levers grabbable. - beta tester feedback
Fixed strange NPC behavior in underwater level.
Made ice cream much more delicious looking, and made its purpose more clear. - beta tester feedback
Added an effect to make it more clear where a glass breaks, when it breaks. This hopefully makes it more clear why you might lose a life. - beta tester feedback
adjusted tutorial level so that returning mugs arrive faster, to make that part of the game more clear.
Please give the beta a try and keep sending any feedback you have via the discord! https://discord.gg/cpgdHY6
Additionally, I'd like to share a couple things I have planned for future updates-
Make mugs physics objects even when held, this will make sliding them across the counters easier. This will be my next high-priority gameplay systems update.
more levels
transition screens between levels that give a much clearer sense of progression throughout the game.
continued changes to the game based off feedback from all the wonderful people who have tried the game so far!
That's it for now, I'll see you next update!
Sojimne
Hypernoodle Games.
Small patch to yesterday's update!
I just pushed a small patch to fix a couple bugs found in yesterday's beta.
- Prevented NPCs from moonwalking when the player pulls a tap handle after clearing a level.
- If the player throws a can in a bonus level away in disgust, it will be teleported back to them so as to not permanently trap them in the bonus level. One can only tolerate that chipper bonus level music for so long.
Please let me know if you find any more unexplained moonwalking, and enjoy!
Sojimne
Hypernoodle Games.
It's been a long time, beta update + discord!
Hi everyone,
I've got a big update to the beta of Root Beer On Tap today. Big enough that I'd strongly recommend any existing beta testers that try the game again start with the How To level again just to be safe.
Many levels re-balanced to be more manageable.
2 new levels added, a viking root-ale house and a medieval town center.
Start when you want, no timers counting down to the start of a level.
More forgiving counters.
Throwing has been tuned to hopefully feel better.
New bonus level that hopefully feels more bonus-ey.
Google Resonance Audio is now being used for sound spacialization.
Moved to the newest beta build of the SteamVR Input for UE4 plugin. This means among other things that the super informative poster and controller guides should now show the accurate controller (although you do have to press one button before this registers each time you boot the game, a "press x to start" screen is on the list).
Better NPC behavior to prevent them from stacking on top of each other, they now make sure no one else is in the way before moving.
Probably more but that should be the meatiest stuff.
Please give it a try and tell me what you think. And what better place to give feedback than the shiny new Hypernoodle Games Discord!
There you'll find channels for suggestions, bug fixes, general chatting, as well as a place to request a beta key if you don't yet have one and would like to help me make sure Root Beer On Tap ends up being as good as I can make it. I look forward to chatting with all of you on Discord!
That's it for now, give the demo a try, break it, and let me know how it goes! Thanks!
Sojimne,
Hypernoodle Games
Update to beta release 1.11
To those testers whom it may concern,
Good evening! the beta of Root Beer On Tap has been updated with the following changes:
Added splash screen at the start which shows the Hypernoodle Games Logo and explains recentering.
Added the ability for the player to recenter themselves in their space, in cases where what is set as the center of the play-space by SteamVR or Oculus is inconvenient for throwing.
Added an extra mug of root beer within arm's reach in the main menu.
Made a small change to how throw velocity is calculated.
A note about recentering, and about UI in the current beta:
You'll likely notice that all UI hints, such as the super informative posters, and hints in the tutorial, reflect the controls for the Valve Index Controllers. The system for determining which controller is being used isn't quite done cooking yet it seems, but in the mean time if you are using an Oculus Rift the button positions are basically the same, minus the trackpad. Please check the controller binding UI for a detailed breakdown of the controls for each controller. Note that Windows MR is not yet fully supported.
Also, if you are using Vive wands and are wondering how to recenter yourself, hold the application button down for three seconds.
I hope you are enjoying the beta, and have a chance to try it out. I'm still concerned about how throwing feels, so input on that aspect of the game especially from fresh beta testers who have never played it before is greatly appreciated. Thanks!