Hope you are ready to swing around a virtual city, because The Armclaw Experiment is here!
Now featuring full support for both Vive and Rift controllers. Have fun! :)
0.5 - Street details & further performance improvements
This update includes further performance improvements (should run at 90fps on average with the minimum hardware requirements) and also introduces world detail at street level. There's still a lot more street detail to come, but this serves as a first step :)
GPU Performance improvements
Lowered shader complexity
Changed ocean system
Disabled some lights for now
Graphics and World detail
Added street elements: street name signs, lamp posts, trees, dumpsters, mailboxes, bus stops, billboards, water hydrants
Fixed an issue where the moon didn’t render
Disabled spawning of Eletrogun Towers (for now)
Gameplay
Added claw: can now grab objects and toss them (no grabbable objects yet, wait for next update :) )
Changed elasticity of chain for smoother swinging
Misc
Updated to SteamVR Unity Plugin 2.0. New input mapping system, can be modified through SteamVR’s interface to map bindings on any VR controller. Included default bindings for Oculus Touch and Vive Controller.
0.4 - Performance improvements
The goal of this update is to make the game run at the 90fps target for setups with the specified minimum requirements.
GPU Performance improvements
Lowered mesh and physics complexity
Switched to single pass stereo rendering
World detail
Added new Building mesh types
Added Electrogun Turrets (WIP)
Improved helicopter model
Gameplay
Helicopters now spawn dynamically
Added controller vibration feedback
Disabled vertical camera to reduce disorientation
Fixed an issue where hook physics behaved incorrectly after hooking onto a helicopter
0.3 - The Rooftop Update
World detail
Populated building rooftops with new objects (ledges, skylights, water tanks, fuel tanks, air vents, construction cranes, flag poles, damage decals).
Gameplay
Added wings. Stretch your arms to open your wings and glide over the city.
Reworked camera turning controls for non-360 tracking.
Tweaks to hook shooting gameplay. Can now use index triggers to shoot hooks.
Graphics/UI
Added post-processing effects
Dynamic day-night cycle
Clean menu interface
Note: In some cases the game may run under 90fps even at low settings on systems with the specified minimum system requirements. To avoid creative constraints as a result of premature optimization, I have decided not to completely optimize the game yet, but will continue to make performance adjustments over time where it makes sense. The specified minimum system requirements are still the current target.
IndieGala Virtual Reality XXVI Bundle and other news
Starting today and for the next 3 weeks, The Armclaw Experiment is included as part of the IndieGala Virtual Reality XXVI Bundle!
Find out more here:
https://www.indiegala.com/indiegala-virtual-reality-steam-games-bundle-xxvi
I'm currently working on the next version which I hope to release by end of June. I'm taking into account suggestions and feedback from you :)
- Martin
Version 0.2 release
Changelog
Ported to SteamVR (now supports HTC Vive)
Changed player physics
Added new claw gameplay (grab onto surfaces)
Tweaked hook physics
Added sound effects