Unforgiven VR cover
Unforgiven VR screenshot
Genre: Shooter, Sport, Turn-based strategy (TBS), Indie

Unforgiven VR

Unforgiven VR wins the Best Basque Videogame Award in AZ Play 2017

AZ Play, the international festival of independent games, is celebrating these days its 2017 edition in Bilbao (Spain), and Delirium Studios is showcasing Unforgiven VR as one of the finalists in the Basque game category.

Yesterday the award ceremony was celebrated and we are proud to announce that Unforgiven VR won the Best Basque Videogame award.



We want to thank you all players that helped us in this Early Access phase, for your patience, for your loyalty and for being a great community dueling out there.



Finally, we’re sorry for the delays in the next update for the game, it’s a big one and we need more time to finish all the new systems that need to be created for the 3rd stage of the Early Access.

New Matchmaking and Duel Tutorial.



Your life is more dangerous than ever. You will always be online and anyone can see your wanted poster. There is no place to hide, you must always be ready for a duel.

You will no longer have to create a duel for the rest of the players to accept.
If you are in the game, the other players will be able to see a Wanted Poster with your name.

Also you can see a new poster in which Marvin will teach you step by step the operation of a duel.
Use it to learn all about the duels.

Now the sun can blind you in the duels. Adjust your hat so it will not disturb you.



-The Poker table is open again.
-Some characteres rigging and IKs bugs fixed.


July bugfixing week

As you may read, last week we published a version of the game running a newest version of Unity3D and the VRTK, the library we use to handle VR interaction. This week we are fixing some problems we encountered and some other changes that you will not notice but that bring us close to new features.

Amongst the fixes we want to highlight that the new VRTK version allowed us to fix something weird you commented since the first day. Now the hands get the guns correctly!
We also added new face parts for the poster of the new character, The Chinese.

Changelog:

  • New: New version of the avatar system, no visual change for now
  • Fix: The pistol position now is correctly aligned with the hand
  • Fix: Glitches in some scenarios due to the port to Unity3D 5.5
  • New: Face parts for The Chinese poster
  • Other minor adjustments too irrelevant to list

New character and internal changes, lots of



We’ve been away for a long time, but we’ve been far from stopping the development. The lack of updates was related to the nature of the works we have been doing updating the game to a new version of the Unity3D engine.

It all started when we wanted to launch the game on the Oculus platform. As you know the game works with the Touch controllers and it would be great to have choices for you the customers to buy it in the platform of your preference.

But then it all became a problem. We use VRTK, a library that lets us support various VR headsets with a common code base. But the version we used to develop the game was only compatible with Steam. When we went to download a newer version, it was only compatible with Unity3D 5.5 and we developed the game with a prior version.

Changing a major version of the engine is not an easy task, or to be more exact, it’s an unpredictable task. When you see the numbers of the engines it’s usual to have minor and major versions, when you see Unity 5, it’s the major version, the number next to the point, is the minor one (5.1, 5.2, 5.3, etc.). When the engine updates a minor step, it’s usual not to change things, only fixes and enhancements are added. But when a major version comes, the API is usually changed, some parameters from functions change, some disappear and some functions change its behaviours. It’s like a lottery, sometimes all works fine, sometimes theses changes break your game, and it was the case with Unforgiven.

For example, we literally had to reconfigure all the items you can interact with due to changes to VRTK, and the multiplayer layer also changed with Unity3D 5.5. That’s why we needed some time to be sure all is working fine, and be sure some parts are broken but we have not encountered the situations that will trigger the new errors.

A new character


All those changes are related to coding. The artists continued working and we have some new content that will be added to the game, but they need some code behind the scenes to work, and you will need to wait a little bit more, sorry.

On the other hand, we wanted to add something more to the game, and that’s why we are adding a new character to the rooster. Lets welcome The Chinese, another iconic figure from the western setting.

Changelog


  • Updated the game to Unity3D 5.5
  • Updated to VRTK 3.1
  • Updated to SteamVR 1.2.1
  • Reconfigured all the interactable objects of the game:

    • Oil lamps
    • Pistols
    • Bullet boxes
    • Posters
    • Adjust height post
    • Traveling zones
    • Blocking volumes

  • Reconfigured character controllers
  • Adapted network functions to the new Unity3D 5.5 API specification
  • Reconfigured avatar’s Inverse Kinematics systems to adapt to the new Unity3D 5.5 API specification
  • Fix: Animation loop problem with Unity3D 5.5
  • New: Character, The Chinese

April bugfixing week



Stage 3 is a huge change in the game. To be able to implement some of the features that will characterize this stage we need to develop some systems that will rule under the hood some of the mechanics. That will need time, and it will not be noticeable in the game soon.

But we want to give you content this time. We are working in parallel to bring some new features and details week by week, but more important, we are going to spend some time adjusting the features we have now to enhance how the game behaves.

This week’s update addresses some of the bugs you found and reported and we added some new usability features. Let’s see the changelog:

  • New: The sun can blind you, beware
  • New: You can adjust the hat in duel. Just take it with the grip
  • Fix: The avatar hands does not disappear when teleporting
  • Fix: The NPC in the saloon does not disappear
  • New: You can cancel a duel holding for 4 seconds the touchpad

The saloon open its doors to all customers



As you may remember, last week update added an early version of the Saloon. We spent part of this week fixing the errors that we found and today we are proud to announce that the saloon is officially open. We have plans to enhance it even more, but please, spend your dollars in our amenities, can I serve you a drink?

But it’s not all. This week we add a new scenario and a variation of Cain city main street, set now at dusk. The new scenario is the quarry, shoot each other far from the city, far from the views of the town folks.



Finally, just a little change has been introduced. We moved the hat position and other objects in first person view to widen the FOV and enhance visibility.

Changelog:

  • New: Quarry scenario added
  • New: Main street at dusk added
  • Fix: Problems interacting with the poker elements
  • Fix: Position of hat and other first person view

Saloon Early Access



Setting deadlines in any project is hard, and videogames is maybe one of the hardest type of project to plan and deliver on time. It happens to big productions, even more for little studios like Delirium. This week was supposed to be the last one for the first stage of our Early Access, with the Saloon in the game open for you.

Technically we are not late. With today’s update the saloon opens its doors, and from now you’ll be able to lose all these dollars you earn by dueling (not really, more of this later) in something as topical in the Western genre as Poker.

But this is an Early Access to the Saloon’s update because we have not been able to deliver all the features and stability to this feature. From today to (hopefully) next Thursday you can play and help us to test the Poker, find some incongruences and bugs until we reach the desired stability and we launch it officially.

How to play Poker


When you enter the game you will see that the Saloon doors are open now. Just teleport inside to go to this new area.



Only 4 tables can be created for the moment, with 4 players each. We don’t have AI for the poker, you can only play with other real players.

If you go to the first table you’ll see a poster there. It will let you create or join one existing non full table.

Once in the table a play will last 5 rounds of Texas Hold’em. A player can join later if the table is not full. Every round one player will be the dealer that will be in charge of giving cards (by using the trigger in the card stack). As in real life, one player will start with a small bet, then next with the big bet and once raised and matched, the first two cards will be drawn for every player, bets will be done and more cards will be drawn. I think I don’t need to teach you how to play.

Simply take into account that a red ball will indicate the turn in the player and you will have to interact with your money to raise the bet. Touch the table border to check and not bet. Touch the money to add to a bet and touch the bet stack to subtract money of the bet.

It’s hard to tell, but easy to use. Please tell us what problems do you encounter to be able to easy the interface usability.

Your money is safe


Ok, it’s an early version of the poker and we don’t want you to lose money due to bugs and other nasty situations. For now, every time you play you’ll have $100 cash, the house pays ;)

Time to travel. Not all duels happen in the town



We are preparing a big update for the game, but it is not ready to ride. In any case, it’s Thursday and we are updating the game with two new additions that makes the game a little bit more interesting for you, players.

The town it’s not the only place to duel in the west. Today we are adding a second scenario, the Indian Tipis, home of Tatanka Witko. The scenario is not selectable right now, it will be chosen randomly each duel.



Last but not least, you may remember we announced some weeks ago that the game started to support Oculus Rift and Touch controllers in experimental mode. After those weeks we are pretty sure we addressed all the problems with the device and from now Unforgiven VR supports officially the Oculus Rift and Touch controllers. We are also working to be able to get the game to the Oculus Store but we need some more time to add some plattform code.

Related with Oculus, but more exactly with one station room setups. We rotated 90º the scenarios because sometimes you needed to be backwards the sensors and it fails to track correctly. Now you will face left or right the major part of the time, so not so much tracking problems will happen.

Changelog:

  • New: Indian Tipis town scenario
  • Fix: Rotated 90º the dueling scenarios for one station room setups
  • New: Added officially Oculus Rift and Touch support

I see that you have problems shooting, get some practise



This week we are adding some new content to the game. We know the initial training ground it’s too simple, it works in the sense you will be able to practise how the aim in the game works, but it’s not enough entertaining to be a “game mode”, something to do meanwhile looking for a game.

We wanted to enhance this section by adding some more “toys” that we hope will give you more fun and new little challenges. Go and shoot the wheel of bulls eyes, the birds, the sand sack or the crows in the bushes.

Talking about the time you’ll spend there, we also added the matchmaking poster in the training zone to ease the match finding, you don’t need to go back to duel someone.

We did more things, you can read the full changelog below:

  • New: Added new training “toys” to the training grounds
  • New: Added matchmaking poster to the training grounds
  • Fix: The matchmaking poster now is faster to show new matches
  • Fix: The matchmaking poster now shows first the human players

Bugfixing week #2 and Event Mode

As you may know if you usually look at the forums, today we will host our first community event. This will consist in killing a Youtuber, that’s nice, isn’t it?



Events will work a little bit different from normal duels. First of all, once you enter the game you will see in the street of the town that a caravan has arrived and the show is prepared for you. To join the event just teleport into the sign that will portrait the celebrity invited.

Once in the scenario you will be able to join the queue in the wall next to the caravan. You will be able to see the top 5 queue and how many people are waiting in front on you. Bored from waiting? Just go to the barrels on the other side and try the new amenities, the spinning targets and the sand sack.



Once you reach your turn you will be able to duel the celebrity in a best of 2 rounds duel. We shortened all the duels to make the queue and the game go faster.

For this first edition we wanted to invite Samuel “Fukuy” Molina. He is not only an important Spanish influencer, he also helped us in the development on the game because he is a game designer and teacher too. Come and make him beat the dust.

Bug fixing


Last but not least, this week we worked on the stability of the game and fixing some issues we’ve seen. Next you can find the complete changelog:

  • Bug: Fixed hitboxes on some characters
  • Feature: Event mode
  • Feature: VIP players (developers and other special players) will show a different poster
  • Fix: Lowered the level of some bots, maybe they were too fast ;)
  • Change: Shortened from 3 to 2 rounds per duel


As every week, we want to thank you all that are playing the game and we hope we will see you in 30 minutes.