I'm posting a quick fix for a bug many of you have noticed - When the droid was cut it stayed in a frozen pose. This is fixed now.
Thanks TheNormalGecko for reaching out to me and bringing this issue to my attention.
Bugfixes and Improvements
Hello there
This is update with mixed content. There are some bugfixes and other improvements for performance and enemies.
- Updated game engine - Fixed bug where you could jump through the ceiling sometimes - Improved management for small pieces when you cut a single object many times - Fixed a bug where the droid stopped firing from a certain angle - Improved drone move detection. They will hit walls less accidentally. - Fixed Z-Fighting on some Door/Wall configuration - Added sleep for physics calculation for stationary objects like large boxes to save performance - Improved sound sphere configuration for better 3D effect for projectiles
JUMP improvement and more fixes
Hello there
I've always wanted to make Saber Fight a physically active game. Quick dodges, dynamic reaction, fancy moves. That's why I decided to add jumping with a physical jump. It was an experiment, I knew it might not be comfortable in the long run. Certainly, there will be hardcore people who like such a challenge, but I would like Saber Fight to be for everyone, not forcing them to play the way I like it, but the way everyone likes it in their own way.
- Added jumping on button (press down on rotation controller) - Fixed double sabers blades (deflection, blade behavior, minor errors) - Fixed camera effects when taking damage - Fixed saber sparks on walls - [Occulus Touch] Added interaction with UI via Trigger (except X / A)
Deflection Update
Hello there
Deflecting projectiles is one of the biggest challenges for a saber user. Many of you mentioned that it can be annoying. I saw a lot of your videos and comments (I watch all of them). I noticed how to improve deflection to be more enjoyable, more satisfying, and more suited to the gameplay.
Active Deflection: - Changed the aiming method. The deflections are much more accurate. They automatically select the origin target (+ - 15cm) instead of choosing the general projectile direction (+ - 2*) - Projectiles are faster (2.5x -> 3x) - Projectile deal more damage (x3)
Passive Deflection: - The ability to aim has been added. Now the projectiles will be deflected in the direction we are looking instead of in a random direction. - Projectiles are faster (1x -> 2x) - Projectile deal more damage (x2)
Others: - Base deflection collider size increased (0.02 -> 0.025) - Equipment slots on the belt have been moved a little forward - Fixed bug - At certain angles, the blade collider disappeared
Did you know that the deflection collider dynamically increases its radius depending on the swing speed? It can go from 0.025 to 0.200. Give it a try, you might be surprised how easier it is to hit with a fast blade swing than with a static cover.
Physics Update - Cut and Deflection improvement
Hello there
While trying to fix the sword's feeling of heaviness (there shouldn't be any lag) I found some problems in physics, so I prepared this fix. Physical interactions should now be more reliable.
- The accuracy of the physical calculations has been increased - Collision detection for projectiles has been improved - Improved the method of calculating the blade speed - Now the results will be more stable - Fixed object double cut bug - Fast cut detection improved - The blade will now pass through the target much less frequently - Changed the way the physics interact with the sword in hand (this may solve the weight and responsiveness issues) - Physics computing resource management has been improved - Optimization - Sword rotation resistance reduced - Now quick spinning while throwing should be easier - Fixed blade collider bug shrinking to 0 during passive deflection - Changed detection thresholds for active deflection - Now it should be a little easier
Let me know in the comments if this solves your recent problems.
Player rotation and Saber throw direction fix
This update includes a quick fix to player rotation and lightsaber throwing direction. I had to roll back the previous update for a while to fix these things. Everything is up to date now.
Thanks guys for quick bug report.
I was able to identify what causes the rotation offset of the sword relative to the hand. This is probably the fault of the rotation system and physics. I haven't been able to fix it yet, but will keep fixing it.
Bugfix Update - Hand physics fix
This update mainly fixes recent bugs. The problem with hand physics gave me a lot of trouble, but finally managed to fix it. Thanks GOYDRASCRE for reporting this quickly!
- Fixed reactivation of the hidden turret when cut through during animation - Adjusted dimensions and positioning of the large screen props - Adjusted physics behavior of small drone casing props - Fixed level generator refactor bugs when rooms would sometimes fail to render - Adjusted player position reset, random teleportations to the start of the room will be less frequent - Fixed hands freeze/shake when the player was moving - The game will now adjust the target frame rate to the device's max framerate setting
Sawdrone Rework + Equipment Slots!
This update includes work on a new inventory system that will be further developed. So far, the basic implementation of the belt slots is available. You can attach the sword to the side of your belt to carry it more comfortably or when you have to use force.
To make things cooler, I decided to tweak the Sawdrone to make it more quality and less annoying.
- Sawdron model changed to better fit the game visuals - Saw sound added for Sawdrone - Sawdrone is now vulnerable to collisions with other objects, but still immune to collisions with walls - Sawdrone is slower - Sawdrone bounces less - Fixed Sawdrone sparks shooting
- Added basic inventory slot implementation (left and right belt slots) - Fixed desk props were assigned to the wrong size category - Level generator refactor
Bugfix Patch
Hello there
This update mainly includes fixes to the previous Level Generator Rework update.
- Engine, software, tools update - Added vibrations during hand collisions - Balance the number of enemies on the map - Improved performance (Levels should load even faster) - Improved performance (Better global light management) - Now, when you somehow manage to fall behind the map, you will be moved to a safe position in the last room you were in
- Fixed hint on how to change saber color - Fixed bug where hidden enemies would fire before exiting the vent - Fixed a bug where multiple hidden enemies could spawn in one vent - Better area detection for enemy spawn - Fixed some spawn bugs like opponent spawning in an obstacle - Fixed access for extra content from streamer station
Level Generator Rework - Big Content Update
Hello there
The level generator rework is finally ready. This is one of the biggest updates in the game. The work was time-consuming and complicated because it touches many aspects of the game, from small props to enemies and entire rooms.
I have focused right now on changing how the rooms are created and how much they can be modified by the generator. Thanks to more variables and more pre-calculations, the levels will not only be more interesting but also run much faster. This will allow to fill them with more content and it will open up new paths for development. This is a very important update that will allow me to focus on other level-dependent elements such as enemy behavior or interaction with the world.
The update also includes fixes for enemies. Their positions are now completely randomized taking into account the layout and content of the rooms. In addition to the improvements to the systems, new elements were also created from which levels can be built (walls, doors, obstacles, decorations).
Levels - All old levels (25) have been reworked and improved - more variants, more objects, and improved design - 8 new levels have been added - Added new object categories (7 -> 14) - From micro props like a small pistol to much larger piles of materials or entire blockades that you will have to break through (corridor obstacles coming soon!). - Added 43 new interactive objects (28 -> 71) - Multiple door support - Levels randomize entry and exit from each possible door. Previously, only some levels had an inverted variant. Now, if there are 5 doors on the level, the generator can use each of them as an enter/exit. - Randomization of walls - This will allow differentiating the walls with small details that can play an important role (hole through which drones can fly in, ventilation, etc.) - Improved level resource management system - Levels load faster, take up less memory, run smoother and clean their resources better. - Improved lighting - Better transparency, prettier and faster for your PC
Enemies - Stationary enemies spawn - Enemies will be able to spawn in completely new places if the conditions allow them (obstacles, presence of other enemies, the slope of the terrain, etc.) - Hidden enemies spawn - Now, as optional opponents, they wait in secret for the right moment to surprise the player instead of simply jumping out of the walls when you enter the room.
Others - Increased performance (up to 100% - 300%) - Improved resource management on levels, optimization of effects, light, and physics. - The door generation system has been rebuilt - Doors are now very important in resource management. They are prepared to handle many more locks and variants (More door-cutting experience coming soon!) - A new version of the magnetic lock has been added - A new door variant has been added - Fixed enemies accidentally activating before entering the room
Be aware, such a large update can cause a lot of new bugs. I try to fix them all regularly. If something is wrong, let me know in the comments and I will take care of it immediately. Big updates are sometimes necessary, but I think small updates with playable content work better. I will try to focus on them now. The new systems now give me a lot of opportunities to add new gameplay stuff.